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Re: quants measurement
[Re: HeelX]
#106800
01/14/07 23:22
01/14/07 23:22
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Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
Expert
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Expert
Joined: Mar 2006
Posts: 3,538
WA, Australia
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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!
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Re: quants measurement
[Re: JibbSmart]
#106801
01/15/07 06:35
01/15/07 06:35
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Joined: Apr 2005
Posts: 3,815 Finland
Inestical
Rabbit Developer
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Rabbit Developer
Joined: Apr 2005
Posts: 3,815
Finland
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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."
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Re: quants measurement
[Re: Inestical]
#106802
01/15/07 23:07
01/15/07 23:07
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Joined: Sep 2002
Posts: 8,177 Netherlands
PHeMoX
Senior Expert
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Senior Expert
Joined: Sep 2002
Posts: 8,177
Netherlands
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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
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Re: quants measurement
[Re: PHeMoX]
#106803
01/15/07 23:35
01/15/07 23:35
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Joined: Oct 2004
Posts: 4,134 Netherlands
Joozey
Expert
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Expert
Joined: Oct 2004
Posts: 4,134
Netherlands
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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: lostclimate]
#106805
01/20/07 20:19
01/20/07 20:19
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Joined: Jan 2007
Posts: 110 USA East Coast
KojaK
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Member
Joined: Jan 2007
Posts: 110
USA East Coast
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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.
Lead programmer for Two Screws Loose
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Re: quants measurement
[Re: jeffmorris]
#106808
08/14/07 02:16
08/14/07 02:16
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Joined: Oct 2003
Posts: 827 22�21'24"N 114�07'30"E
Frederick_Lim
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User
Joined: Oct 2003
Posts: 827
22�21'24"N 114�07'30"E
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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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