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Re: quants measurement [Re: Frederick_Lim] #106809
08/15/07 18:07
08/15/07 18:07
Joined: Mar 2003
Posts: 93
C
Cipher Offline
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Cipher  Offline
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C

Joined: Mar 2003
Posts: 93

Useless trivia : quant = quake unit

Now you know

Re: quants measurement [Re: broozar] #106810
08/16/07 19:40
08/16/07 19:40
Joined: Mar 2005
Posts: 134
J
jeffmorris Offline
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jeffmorris  Offline
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J

Joined: Mar 2005
Posts: 134
I think that one quant equals one and a half inch (1-1/2) in WED. The inmate character is over 16 quants tall when the small grid square is set to four units.

Re: quants measurement [Re: jeffmorris] #106811
08/17/07 06:09
08/17/07 06:09
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
you can adjust the size of the grid, so you cannot give absolute size for absolute measurements


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Re: quants measurement [Re: Cipher] #106812
08/17/07 09:33
08/17/07 09:33
Joined: Jul 2000
Posts: 8,973
Bay Area
Doug Offline
Senior Expert
Doug  Offline
Senior Expert

Joined: Jul 2000
Posts: 8,973
Bay Area
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
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline
Senior Expert
Machinery_Frank  Offline
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Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
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.


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Re: quants measurement [Re: Machinery_Frank] #106814
08/20/07 17:10
08/20/07 17:10
Joined: Jul 2001
Posts: 6,904
H
HeelX Offline OP
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HeelX  Offline OP
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H

Joined: Jul 2001
Posts: 6,904
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.
Re: quants measurement [Re: HeelX] #106815
08/21/07 09:52
08/21/07 09:52
Joined: Mar 2005
Posts: 134
J
jeffmorris Offline
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jeffmorris  Offline
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J

Joined: Mar 2005
Posts: 134
Is the measurement system in Game Studio based on metric or USA measurement system? A 3D character is about 17 small grid units or just over two large grid units in WED. I think that one small grid unit equals 6 inches and one large grid unit equals 3 feet. If I create a 3D model in a 3D modeler like Blender and Milkshape, how do I set up 3D modeler so that when I export the 3D model to MDL file and load it into WED, the 3D model is of the correct size?

Re: quants measurement [Re: jeffmorris] #106816
08/21/07 15:29
08/21/07 15:29
Joined: Jul 2001
Posts: 6,904
H
HeelX Offline OP
Senior Expert
HeelX  Offline OP
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H

Joined: Jul 2001
Posts: 6,904
Well, since Gamestudio is your target in your production chain, you should make the measurement there. So, lets say, you decide for 128 quants = 1 meter (or whatever you measurements looks like). Then make a cube that is 128x128x128 and save it as MDL mesh. This is your reference for your modeling work being imported into gamestudio. Now export the mesh to a format which can be read by your modeling application (e.g. FBX). Check your import/export options in your 3rd party app so that the import/export scale is matching the reference scale when you import the models into gamestudio (if you are unsure just import the cube and export it again and load the exported file into MED and check if the cube is again 128x128x128). Use as less convertions as possible.

Re: quants measurement [Re: HeelX] #106817
08/21/07 19:30
08/21/07 19:30
Joined: Apr 2005
Posts: 3,076
Germany, NRW
rvL_eXile Offline

3D Artist
rvL_eXile  Offline

3D Artist

Joined: Apr 2005
Posts: 3,076
Germany, NRW
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.

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Re: quants measurement [Re: rvL_eXile] #106818
09/05/07 16:48
09/05/07 16:48
Joined: Mar 2007
Posts: 75
Hamburg, Ger
Altimeter Offline
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Altimeter  Offline
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Joined: Mar 2007
Posts: 75
Hamburg, Ger
For my indoor level I used 1m = 128 quants. It allows me sufficient details.
For the rooms this gives me realistic values with:

Roomhight old house 3m = 384Quants = 3x8small boxes = 3 big boxes

Thickness betwwen ceiling of one room and floor of room above = 0.5m = 64quants = 1/2big box
half of it gives me thickness of ceiling and thickness of floor for each room: 32 quants = 2 small boxes

Wall thickness outer wall =37.5cm = 48 quants = 3 small boxes,
Wall thickness inside, load carrying = 25cm = 32 quants = 2 small boxes, gives me 1 small box per room

stairs: 1 step = 25cm high = 32quants high = 2 small boxes high
1 step = 31,25cm deep =2,5small boxes deep

And then I did the same like HeelX: create a reference cube 1x1x1m = 128x128x128quants and export it to my other modelling tools as "urmeter"

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