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Re: quants measurement [Re: broozar] #106799
01/14/07 19:41
01/14/07 19:41
Joined: Jul 2001
Posts: 6,904
H
HeelX Offline OP
Senior Expert
HeelX  Offline OP
Senior Expert
H

Joined: Jul 2001
Posts: 6,904
Theoretically: no.

If you compile with BSP tree, your map should have the same visibility tree as if it would be smaller (it doesnt depend on the view frustrum during pre-calculation). Clipping: this is dynamically adjustable, so you could increase/decrease the standard values to make it fit with your measurement.

Re: quants measurement [Re: HeelX] #106800
01/14/07 23:22
01/14/07 23:22
Joined: Mar 2006
Posts: 3,538
WA, Australia
J
JibbSmart Offline
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JibbSmart  Offline
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J

Joined: Mar 2006
Posts: 3,538
WA, Australia
Quote:

I am standing on a plaza and the tiles beneath my feet are 10x10 centimers big (too small) or 10x10 meter ^^


most of ur points are great, except there is no standard for floor tiles, and there really are tiles as small as 10x10 cm or even smaller, though u are right that some seem ridiculously big.

at the moment i dont know my scale. i built my first model for my game in blender; then, knowing the dimensions of that model, built all my other models in relative scale to that.

julz


Formerly known as JulzMighty.
I made KarBOOM!
Re: quants measurement [Re: JibbSmart] #106801
01/15/07 06:35
01/15/07 06:35
Joined: Apr 2005
Posts: 3,815
Finland
Inestical Offline
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Inestical  Offline
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Joined: Apr 2005
Posts: 3,815
Finland
it depends on the quality of the specific level, and in the required amount of detail, by default I use 64, but sometimes 128


"Yesterday was once today's tomorrow."
Re: quants measurement [Re: Inestical] #106802
01/15/07 23:07
01/15/07 23:07
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
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PHeMoX  Offline
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Joined: Sep 2002
Posts: 8,177
Netherlands
It really depends what kind of game I'm trying to make. Scales are quite different in certain genres, like RTS games for example. It would be quite foolish to take 32quants as 1m for a RTS game (unless you want to be able to zoom in and have FPS quality, and unfortunately zoom out and have zero fps ).

I think 32q = 1m is a pretty good standard.

Cheers


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: quants measurement [Re: PHeMoX] #106803
01/15/07 23:35
01/15/07 23:35
Joined: Oct 2004
Posts: 4,134
Netherlands
Joozey Offline
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Joozey  Offline
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Posts: 4,134
Netherlands
If I make a 3D tetris game, I dont look at the scale at all.
If I make a FPS, I just create the level from models, taking the average c-babe-, warlock- and guard.mdl size as a reference for the height and scale of objects.
If I make a RTS, I do the same with smaller models (aprox. half the size of CBabe).

I never looked at the scales, but I was aware of it. But the 0.75 Cbabe / Meter is not in the poll so I choosed 32 Quants / Meter . I think most of the time I took the 32 Quants / Meter scale, though without actualy using it.


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Re: quants measurement [Re: Joozey] #106804
01/18/07 04:17
01/18/07 04:17
Joined: Aug 2001
Posts: 2,320
Alberta, Canada
William Offline
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William  Offline
Expert

Joined: Aug 2001
Posts: 2,320
Alberta, Canada
Since my levels are built out of models, I just load the main character model(vehicle) into the level, and build around that. Once your done the basic floor plan, then you build the walls and so on... Just keep things relative to how big your main model is, and how fast your code moves that entity.


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Re: quants measurement [Re: lostclimate] #106805
01/20/07 20:19
01/20/07 20:19
Joined: Jan 2007
Posts: 110
USA East Coast
K
KojaK Offline
Member
KojaK  Offline
Member
K

Joined: Jan 2007
Posts: 110
USA East Coast
I have to agree with the last few. I allways just load my player, then build around that. But I do see the importance of meter/quant scale now. I used to just test it constantly to find out which speed to move the player and AI seems best. Although I guess I've been quite lucky, because i've never really had to resize anything, except my textures.


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Re: quants measurement [Re: KojaK] #106806
01/21/07 00:15
01/21/07 00:15
Joined: Jul 2001
Posts: 6,904
H
HeelX Offline OP
Senior Expert
HeelX  Offline OP
Senior Expert
H

Joined: Jul 2001
Posts: 6,904
Its quiet suprising (for me) that most repliers in this thread are using that "lets see how big it is"-method as well as most voters take 32 quants as one meter.

Whatever, I will take then 32 quants per meters as default setting if the user doesnt change it manually.

Cheers and thank you,
Christian

Re: quants measurement [Re: HeelX] #106807
08/14/07 01:16
08/14/07 01:16
Joined: Mar 2005
Posts: 134
J
jeffmorris Offline
Member
jeffmorris  Offline
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J

Joined: Mar 2005
Posts: 134
I am confused by the measurement system used in 3D Game Studio. I found out that a 3D character like Hero or Inmate is about four small square units high. A man is about six feet tall. If I'm creating levels based on real-life buildings, cities, etc, how do I convert 3DGS units to feet or meters?

Re: quants measurement [Re: jeffmorris] #106808
08/14/07 02:16
08/14/07 02:16
Joined: Oct 2003
Posts: 827
22�21'24"N 114�07'30"E
Frederick_Lim Offline
User
Frederick_Lim  Offline
User

Joined: Oct 2003
Posts: 827
22�21'24"N 114�07'30"E
Stick with the advise in manual.

Quote:

How much inches a quant shall be depends on the relative size of the models. We recommend one inch per quant for person based games (shooters or adventures), and 4 inches per quant for vehicle based games (war games or flight simulators).




For instance, the length of M1 tank is 32 ft, which is 384 inches. 384 / 4 = 96 quants. (Edited)

And in MED I found it is 4 quants per small square.

Last edited by Frederick_Lim; 08/14/07 11:42.
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