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quants measurement #106789
01/14/07 01:52
01/14/07 01:52
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HeelX Offline OP
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For a DLL I'm currently programming I would like to know something about measurements you are used to: quants per meters. For our upcoming title we took 64 quants as one meter, but I'm unsure what the majority is using and I need some default values. So this is now up to you: I hope to get at least some vague direction with this

how much quants do you use per meter?
single choice
Votes accepted starting: 01/14/07 01:50
Last edited by HeelX; 01/14/07 01:53.
Re: quants measurement [Re: HeelX] #106790
01/14/07 03:40
01/14/07 03:40
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
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lostclimate  Offline
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to be honest (and im not a level designer) ive never really tried to stick to strict guidlines, i just do what looks right, even from my programming standpoint, if you had an fps were you moved the speed a normal human being would, then it would be a horrible game, because of the slow pace.

Re: quants measurement [Re: HeelX] #106791
01/14/07 06:10
01/14/07 06:10
Joined: Aug 2002
Posts: 681
Massachusetts, USA
Ichiro Offline
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Ichiro  Offline
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Massachusetts, USA
Many human models seem to be (slightly less than) 64 quants high, so we've been going with a rough 32q=1m. Another benefit of this is that I can go outside and scream "1 meter! Lucky 32! Lucky 32! Who wants one meter? Going once! Going twice! GO AHEAD AND CALL THE POLICE. SEE IF WE CARE!"

The police take quant bribes in powers of two, which 32 is one of.

I tend to find that whatever you go with, establishing an actual, concrete metric helps keep things in proportion.


Dejobaan Games - Bringing you quality video games for over 75 years.
Re: quants measurement [Re: Ichiro] #106792
01/14/07 10:39
01/14/07 10:39
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HeelX Offline OP
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Thanks!

Well, there are several reasons why someone should consider some restrictions like quant measurement

  • texturing: if you choose 256, 256x256 is your base texture size and (in a wider sense) more detailled than a lower measure
  • if you take a small measure, you could have problems with collision precision, physics eventually
  • if you take a measure which is very great, you could exceed on large maps the native map size and you could get errors at the bounds
  • if you take a very small measurement, you can eventually get in trouble when you do extensive division calculations
  • if you take a measure that is kinda proporional to the decimal 10-base, your calculations, etc., may be more "natural"; or: if you do reconstruction you can work precisely


The reason why I ask you for this, is that I write an own listener object for 3D sound at the moment and you can setup an own measurement (needed because the audio API uses an own world scale), but if you dont do this, I would like to provide a default value for most A6 users.

Last edited by HeelX; 01/14/07 10:40.
Re: quants measurement [Re: HeelX] #106793
01/14/07 10:45
01/14/07 10:45
Joined: Jan 2003
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Damocles Offline
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I take the measurement, that 1,80 meters are about 64 to 70 quants.

This is about the scaling of the default models providet in the tamlates, and similar
to the original quake scaling.

Setting the scale is very! important

I saw many levels, that did not fit the rest of the game, as everything was scaled
differently.

Re: quants measurement [Re: Damocles] #106794
01/14/07 11:56
01/14/07 11:56
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HeelX Offline OP
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Well, it seems that 10 vertical Doom units = 1 vertical foot * 3.288 feet/meter = ~32 quants would fit in this case. So each multiple of 32 seems to be fine.

Its a quiet interesting topic. I cant help my self, but when I discover measurement errors, it appears when I see..

  • tables with 30cm thick plates ^^
  • too thin walls... imagine a grenade-explosion next to a 5cm thin wall and it will remain undestructed, ouch
  • in first person games: the enemies are way too big or way too small
  • I am standing on a plaza and the tiles beneath my feet are 10x10 centimers big (too small) or 10x10 meter ^^
  • measurement faults appear often when textures are wrong scaled: you see a very shrinked texture next to a texture which seems to have scaling factors == 1000
  • bullets are as big as fists
  • city skyscrapers are reaching the sky, but the streets are as wide as my bedroom and as long as the way to my toilet


Re: quants measurement [Re: HeelX] #106795
01/14/07 17:36
01/14/07 17:36
Joined: Jul 2002
Posts: 5,181
Austria
Blattsalat Offline
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Blattsalat  Offline
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Posts: 5,181
Austria
1m = 128 quants

the two resons are the texture resolution and the units. Ingame i need to be able to show things with at least the size of 1 to 2 cm correctly. Since the lowest usable unit in gs is 1quant (if 1m=128quant => 1cm=1.28 quants) i stick to 2 quants to represent 1 cm.

so its basicly about the game your are making. The more detailed the scene has to be (ego games aso) the more quants your meter has. If on the other hand you make a space fight game or an invaders clone, one meter can as well represent 16quants.

but since models replace more and more the scenery, the quants get less important.

cheers


Models, Textures and Levels at:
http://www.blattsalat.com/
portfolio:
http://showcase.blattsalat.com/
Re: quants measurement [Re: Blattsalat] #106796
01/14/07 19:22
01/14/07 19:22
Joined: Jul 2001
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HeelX Offline OP
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Quote:

but since models replace more and more the scenery, the quants get less important.




I dont get this: sure, with models, the texturing depends on the skinning density, but nevertheless while moving through 3D space you have to have some measurement.

Re: quants measurement [Re: HeelX] #106797
01/14/07 19:28
01/14/07 19:28
Joined: Jul 2002
Posts: 5,181
Austria
Blattsalat Offline
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Blattsalat  Offline
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Austria
but its unimportant if all of your models are 2q big or 200.

cheers


Models, Textures and Levels at:
http://www.blattsalat.com/
portfolio:
http://showcase.blattsalat.com/
Re: quants measurement [Re: Blattsalat] #106798
01/14/07 19:38
01/14/07 19:38
Joined: Jun 2005
Posts: 4,875
broozar Offline
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broozar  Offline
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would't it make a difference in render speed and clipping?

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