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Re: quants measurement
[Re: Frederick_Lim]
#106809
08/15/07 18:07
08/15/07 18:07
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Joined: Mar 2003
Posts: 93
Cipher
Junior Member
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Junior Member
Joined: Mar 2003
Posts: 93
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Useless trivia : quant = quake u ni t Now you know
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Re: quants measurement
[Re: jeffmorris]
#106811
08/17/07 06:09
08/17/07 06:09
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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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you can adjust the size of the grid, so you cannot give absolute size for absolute measurements
"Yesterday was once today's tomorrow."
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Re: quants measurement
[Re: Cipher]
#106812
08/17/07 09:33
08/17/07 09:33
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Joined: Jul 2000
Posts: 8,973 Bay Area
Doug
Senior Expert
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Senior Expert
Joined: Jul 2000
Posts: 8,973
Bay Area
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Quote:
Useless trivia : quant = quake unit
Really? I always thought it was short for "quantity", but I've never asked.
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Re: quants measurement
[Re: William]
#106813
08/20/07 14:45
08/20/07 14:45
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Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
Senior Expert
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Senior Expert
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
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Quote:
...I just load the main character model(vehicle) into the level, and build around that.
I dont get that. What if your main model is 10,000 quants big? Then you build the walls around it with 100,000 quants or more? This can lead very fast to levels out of level bounds.
I think that 32 quants per meter could lead to a very low resolution. So only 32 pixel are representing one meter. In this case I could never display any buttons, screens, signs or whatever with such a low resolution.
Models, Textures and Games from Dexsoft
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Re: quants measurement
[Re: Machinery_Frank]
#106814
08/20/07 17:10
08/20/07 17:10
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Joined: Jul 2001
Posts: 6,904
HeelX
OP
Senior Expert
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OP
Senior Expert
Joined: Jul 2001
Posts: 6,904
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Quote:
So only 32 pixel are representing one meter. In this case I could never display any buttons, screens, signs or whatever with such a low resolution.
It depends.
Indeed, WED assigns textures as 1:1 texel on the surfaces (1 square quant is equal to one sqare pixel), but can also scale your textures in WED (do it once for the whole WAD / folder) and you are done).
I disagree here when it comes to models, because it all depends on the texture resolution you choose for your skin and it depends also on the UV mapping.
Quants are a very relative thing. I originally intended to open this thread to get a default value for my 3D routines in my FMOD wrapper dll, but I came to the conclusion that the quant measurement is very relative to what type of game you are doing. If the game features very large scenes and doesn't support threadmill loading (like in Oblivion), 32 quants would be my choice. For smaller areas/scenes, a larger quants scale is maybe necessary and better than a small quants measurement.
So I decided to take 128 quants as default value and if you like to change it - do it. Quants are a fictional measure and you cannot really argue that 32 quants are a too low measurement (though, I would say that it is at the edge of the lowest measurement degree. Maybe 16 quants for space simulations could be possible as well).
Last edited by HeelX; 08/20/07 17:10.
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Re: quants measurement
[Re: HeelX]
#106817
08/21/07 19:30
08/21/07 19:30
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Joined: Apr 2005
Posts: 3,076 Germany, NRW
rvL_eXile
3D Artist
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3D Artist
Joined: Apr 2005
Posts: 3,076
Germany, NRW
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If i createt a Level in Valves Hammer Editor i look into the Object Preferences for the Heigth. First i create a Player Entity(Height the same as the cbabe Model). The in Make a Wall Taler than the Player Entity. My thougth is, that the Player Entity is 1,80M Tall(In height Position = 72). So the wall is 2,4 Meters Height. This is the Optimal Wall Height for maybe a Room.
In Quants it is(Grid=16(Checkthis in the WED->Preferences)
--- First Value = Height Position ---
32 = 2 Quants (0,6 Meters) 64 = 4 Quants (1,2 Meters) 72 = 4,5 Quants (1,8 Meters (If this Value changes, the Quants System fit to the Meters Values!)) 128 = 8 Quants (2,4Meters) 256 = 16 Quants (4,8 Meters) 512 = 32 Quants (9,6 Meters)
EDIT: Textures fit to this "Quants System"
This is my opinion about Quants...
cYa Sebastian
Last edited by rvL_eXile; 08/21/07 19:35.
Tutorials: [Blender]Terrain creation ENG/GER [Blender]Low Poly Tree Modeling [GIMP]Create a Texture for Terrains CLICK HERE
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