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Re: How can I figure out what a quant is? [Re: Doug] #44132
04/13/05 22:03
04/13/05 22:03
Joined: Dec 2000
Posts: 4,608
mk_1 Offline

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mk_1  Offline

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Joined: Dec 2000
Posts: 4,608
Great answer.
I meant quantum physics.


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Re: How can I figure out what a quant is? [Re: mk_1] #44133
04/14/05 15:29
04/14/05 15:29
Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
ulillillia Offline
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ulillillia  Offline
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Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
To add more about the quant, as I'm usually quite descriptive, a quant, in it's shortest form, is one unscaled texture pixel. A quant can be any unit of measurement you want. The measurement comparision depends on the type of game/project you're working on. If you're doing a shooter game, 1 quant = 1 inch would be a decent scaling. If you're doing an ant simulator where you try to build ant colonies, 1 quant might be 1 millimeter or so. If you're doing a project that involves travel between the planets, then one quant might equal 10 miles or even 100 miles. It all depends on what kind of project you're working on.

While building your levels, decide on a scaling and stick with it. If you started off with 1 quant being 1 inch then changed it to 1 quant being 1 centimeter, and built a model based on this, your model will end up being 2 1/2 times bigger than expected. Set a scale and stick with it (unless you want your game to take place in giant land or mini land where everything is gigantic or miniature compared to you). If you want something at an exact height, you can take out Windows calculator and type in some numbers to figure it out. If you use, for example, the 32 quants = 5 feet scaling, and if you wanted a human model being 5 feet 10.5 inches tall (70.5 inches), you'd need to make your model 37.6 quants tall. If you wanted an odd-shaped roof for a house measuring 256 by 1024 quants and 48 quants high, using the same scale, your roof would be 40 by 160 feet and 7.5 feet high.

In WED, at the closest zoom possible, each of the smaller squares represents 16 quants (provided you've left it at the default). The larger squares represent 128 quants. If you were to zoom out more, the original large squares become the small squares and another larger set of 1024 quants is divided. If you zoom out to the maximum, the large squares from the middle setting become the small squares (1024 quants) and the larger squares will then represent 8192 quants. A medium-sized level would be about 12000 by 12000 quants (from the top view; if your scaling was 16 quants = 1 foot, then your map would span 750 feet). You can make your levels as big or as small as you want. Blocks can only go out to 125,000 quants from the origin, but models, map entities, sprites, terrains, etc., can go out much further than that, up to 999,999.999 quants from the origin as far as I've heard.

While working with games, knowledge of mathematics (basic arithmatic mainly, but algebra, geometry, triginometry, and other fields of math are recommended) is helpful. Calculators come in handy for helping you out with the complicated stuff. When working with quants and real-life scaling, mathematics for conversions is key to proper scaling of your world.


"You level up the fastest and easiest if you do things at your own level and no higher or lower" - useful tip My 2D game - release on Jun 13th; My tutorials
Re: How can I figure out what a quant is? [Re: ulillillia] #44134
04/14/05 17:38
04/14/05 17:38
Joined: Jul 2000
Posts: 11,321
Virginia, USA
Dan Silverman Offline
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Dan Silverman  Offline
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Posts: 11,321
Virginia, USA
I guess I didn't say any of that earlier


Professional 2D, 3D and Real-Time 3D Content Creation:
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Re: How can I figure out what a quant is? [Re: Dan Silverman] #44135
04/14/05 18:12
04/14/05 18:12
Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
ulillillia Offline
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ulillillia  Offline
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Posts: 6,818
Minot, North Dakota, USA
I just thought I'd point it out. I like giving details and the more I know about something, the more details I tend to give. It might be helpful, who knows.


"You level up the fastest and easiest if you do things at your own level and no higher or lower" - useful tip My 2D game - release on Jun 13th; My tutorials
Re: How can I figure out what a quant is? [Re: ulillillia] #44136
04/14/05 20:32
04/14/05 20:32
Joined: Jul 2000
Posts: 11,321
Virginia, USA
Dan Silverman Offline
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Dan Silverman  Offline
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Joined: Jul 2000
Posts: 11,321
Virginia, USA
Quote:

I just thought I'd point it out. I like giving details and the more I know about something, the more details I tend to give. It might be helpful, who knows.




While I was sort of joking, take a look at my post and yours. We said almost the exact same thing, just with different words . As an example:

Your quote:
Quote:

a quant, in it's shortest form, is one unscaled texture pixel. A quant can be any unit of measurement you want. The measurement comparision depends on the type of game/project you're working on. If you're doing a shooter game, 1 quant = 1 inch would be a decent scaling.




My quotes:
Quote:

First of all, the quant is an arbitrary unit of measure (when it comes to the real world). You can make it equal an inch or a foot or a meter or whatever. It all depends on your needs. The manual recommends, for a first person shooter, that a quant equals approximately one inch or approximately 2.5 cm, but that is only a recommendation.





Professional 2D, 3D and Real-Time 3D Content Creation:
HyperGraph Studios
Re: How can I figure out what a quant is? [Re: Dan Silverman] #44137
04/18/05 03:16
04/18/05 03:16
Joined: Mar 2001
Posts: 3,298
Beverly, Massachusetts
Rhuarc Offline
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Rhuarc  Offline
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Joined: Mar 2001
Posts: 3,298
Beverly, Massachusetts
Quote:

or the British fashion designer who created miniskirts and hot pants.




We all know that this is the real origin on the quant, Doug is just in denial

-Rhuarc


I no longer post on these forums, keep in touch with me via:
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Re: How can I figure out what a quant is? [Re: Rhuarc] #44138
06/07/05 04:30
06/07/05 04:30
Joined: Dec 2003
Posts: 361
Fort Bragg
Holy_Knight Offline
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Holy_Knight  Offline
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Joined: Dec 2003
Posts: 361
Fort Bragg
If the Quant is a none set unit why does it come up so much when a size is needed.

IE
I keep falling through my floors. Some one ask How manny quants wide is it?

Course I assume they take 1 square to equale 1 quant.


YOU PEOPLE HAVE WARPED MY SWEET INNOCENT MIND!!!!
Re: How can I figure out what a quant is? [Re: Holy_Knight] #44139
06/07/05 05:22
06/07/05 05:22
Joined: Sep 2002
Posts: 1,381
New Brunswick, Canada
Ayrus Offline
Serious User
Ayrus  Offline
Serious User

Joined: Sep 2002
Posts: 1,381
New Brunswick, Canada
[Quote]
1 quant == 1 pixel at 16 bit texture image
[/Quote]

Also, on WED's default settings, there are 16 Quants to a single square in WED.

Regards,
Ayrus


suprised my account is still active....
Re: How can I figure out what a quant is? [Re: Ayrus] #44140
07/05/05 08:18
07/05/05 08:18
Joined: Jul 2000
Posts: 11,321
Virginia, USA
Dan Silverman Offline
Senior Expert
Dan Silverman  Offline
Senior Expert

Joined: Jul 2000
Posts: 11,321
Virginia, USA
[Quote]
1 quant == 1 pixel at 16 bit texture image
[/Quote]

1 quant is also 1 pixel for a 32-bit image, an 8-bit image, etc. The number of bits does not change the size of the pixel or the quant .


Professional 2D, 3D and Real-Time 3D Content Creation:
HyperGraph Studios
Re: How can I figure out what a quant is? [Re: Dan Silverman] #44141
07/05/05 23:58
07/05/05 23:58
Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
ulillillia Offline
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ulillillia  Offline
Senior Expert

Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
The bit depth just tells how many bits to use to describe a single pixel's transparency. Usually, it's arranged like this:

8-bit: palettized - you choose your own palette but the same palette must be used throughout the entire level but a different palette can be used in a different level provided all objects use it.

16-bit: uses D3D - not recommended for fine or smooth textures and it usually won't come out as expected. Best with rough-looking textures.

24-bit: uses D3D - true color without alpha channel. Best with smooth-looking textures that 16-bit won't display correctly.

32-bit: uses D3D - true color with alpha channel. Use only if you need varying degrees of transparency from the alpha channel.

For the true color types, the first 8 bits are for red, the next 8 bits are for green, the third set of 8 bits is for blue and the final set of 8 bits is for alpha (transparency; the final group only if using TGA files with alpha).

The bit depth has no impact on the size of the quant and pixel, it only gives more options for color and/or transparency.


"You level up the fastest and easiest if you do things at your own level and no higher or lower" - useful tip My 2D game - release on Jun 13th; My tutorials
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