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Re: MDL race track dimensions
[Re: demiGod]
#86644
08/19/06 06:34
08/19/06 06:34
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Joined: Feb 2003
Posts: 6,818 Minot, North Dakota, USA
ulillillia
Senior Expert
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Senior Expert
Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
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That depends on your map scale and the speeds involved. Some tracks get to about a mile long as a total and if purely circular the diameter would be 5280/pi quants (about 1680 feet). With a map scale of 8 quants to 1 foot, this means 13440 quants diameter. The faster the speeds, the longer you'll want the track to be. Also, the more course of a map scale you'll want as well (4 quants to 1 foot) the higher the speeds get.
"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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Re: MDL race track dimensions
[Re: demiGod]
#86646
08/19/06 12:07
08/19/06 12:07
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Joined: Feb 2003
Posts: 6,818 Minot, North Dakota, USA
ulillillia
Senior Expert
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Senior Expert
Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
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1 unit equal whatever you choose. My 3D game, George Game 13, of which hasn't been worked on in almost a year, uses two different map scales. The outdoor worlds, which cover several square miles, use a map scale where 8 quants (a unit) is one foot. This makes a mile 42240 quants. To get a building that is 4 stories tall with a 12-foot spacing between each floor, 48 feet tall, I just multiply the size by the scale. It's processed in the same way as converting inches into centimeters or miles into kilometers. With 8 quants making a foot, there are 80 quants in ten feet and 384 quants in 48 feet (as 48*8 = 384). This means I'd make the building 384 quants tall.
For your race track, you use the same thing. Because you'll be using high speeds (assuming past 200 mph), you may want to stick with a map scale of 4 quants to 1 foot or 16 quants to one meter (depending on what units you're most comfortable with). For a track 2 miles long (3.2 kilometers), you'll need the total distance (based on the center of the track) to be 42240 quants in length if using the 4:1 foot map scale or 51200 quants if using the 16:1 meter map scale.
When making something, avoid using the scale_x things in the script (and WED entity settings) as this could pose collision difficulties (collision is outside my realm of knowledge - I haven't worked with it yet). Rather, scale the track in MED itself (but save a backup just in case).
"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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