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Determining scale - Equation or some other method?
#112402
02/17/07 01:47
02/17/07 01:47
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Joined: Nov 2006
Posts: 63 New England
Jay_Watergate
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I am currently looking for a way to determin a scale inside my game world. I was wondering, is there an equation that allows me to do this, or does gamestudio have some nice little tool to help me out?
I believe the average scale for an FPS is 16quants to 1foot, or something along those lines. I dont know any other standards, so if someone could point me in the right direction on that topic as well, I would be really greatfull.
Regards, Jay Watergate
"What is written in stone will remain until dust, but not a year longer."
Visit www.deckscapedesign.com to see current design work on our local skatepark.
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Re: Determining scale - Equation or some other method?
[Re: Jay_Watergate]
#112403
02/17/07 04:07
02/17/07 04:07
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Joined: Mar 2006
Posts: 2,503 SC, United States
xXxGuitar511
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Thats about right - I'd go with that (16). 24 if you want a lil more detail and a challenge...
xXxGuitar511 - Programmer
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Re: Determining scale - Equation or some other method?
[Re: xXxGuitar511]
#112404
02/17/07 16:49
02/17/07 16:49
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Joined: Nov 2006
Posts: 63 New England
Jay_Watergate
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Ok, well that would be fine if I was making an FPS... My actual question is how do you determin what scale to use? What do you mean "24 if you want a little more detail and a challenge"?
Also, how do I determin my scale in-game, and keep all the objects in the level on the same scale?
Regards, Jay Watergate
"What is written in stone will remain until dust, but not a year longer."
Visit www.deckscapedesign.com to see current design work on our local skatepark.
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Re: Determining scale - Equation or some other met
[Re: Jay_Watergate]
#112405
02/17/07 18:38
02/17/07 18:38
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Joined: Apr 2006
Posts: 1,551 Netherlands
D3D
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You determine what scale to use I guess it depends on what game your building and the models. In the manual it says for FPS I can use 1 quant per inch for instance. So how many inches long, wide, high is your hallway on the map.. From the manual: Quote:
In the virtual world we have a right-handed XYZ coordinate system with the Z-axis standing upright. In the 2-D case, for positioning something on the screen or within a bitmap, we use a XY coordinate system in pixel units, with the Y-axis pointing downwards, and the origin is placed in the upper left corner. Space and time units of the virtual world are the quant and the tick . One quant is equivalent to one unit in WED and MED coordinates, and therefore one texture pixel at a 1.0 scale. 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). This way with the same level size you get much bigger worlds. One tick is equivalent to 1/16 second - the average time between two frame cycles on a very low-end PC.
Here's what others say
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Re: Determining scale - Equation or some other met
[Re: D3D]
#112406
02/17/07 18:41
02/17/07 18:41
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Joined: Mar 2006
Posts: 2,503 SC, United States
xXxGuitar511
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It depends on the amount of detail you want...
the more quants per inch, the better your textures will look (i think - not sure)...
It just really depends on what looks good.
xXxGuitar511 - Programmer
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Re: Determining scale - Equation or some other met
[Re: xXxGuitar511]
#112407
02/18/07 01:11
02/18/07 01:11
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Joined: Apr 2006
Posts: 737 Ottawa, Canada
Ottawa
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Hi! This question is important for me. Presently I do the scalling by eye. I count the little squares.... When I use the scale box it reverts to zero as soon as I touch Enter. In MED the scale stays put and I know when I come back a few days later what I was doing. Is this possible in WED?
Hope this helps! Ottawa Ver 7.86.2 Pro and Lite-C
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Re: Determining scale - Equation or some other met
[Re: Ottawa]
#112408
02/18/07 04:01
02/18/07 04:01
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Joined: Nov 2006
Posts: 63 New England
Jay_Watergate
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It seems to me that this would be 10x easier if Gamestudio employed some form of constraint system... Common in almost every CAD package, I feel it could do a world of good for game design as well.
@Dusty3D: Thanks for the little quote, that helps a little. So basically what you are saying is that I should measure from point to point, and use their (x,y,z) coordinates to determin size, and scale... Seems to me there should be an equation for that... maybe ill have to figure one out.
@xXxGuitar511: Seems to me you are talking more about resolution than scale... from what I understand of the topic.
To all, thanks. Another question, how do I find the x,y,z coordinates of a vertex in MED? This way I can determin a relative scale, kind of, and then resize it in WED as needed.
Also, is the position, or the x,y,z coordinates, the measure in quants away from the center, or (0,0,0)? If so, this might be easier than I thought.
Regards, and thanks again/in advance, Jay Watergate
"What is written in stone will remain until dust, but not a year longer."
Visit www.deckscapedesign.com to see current design work on our local skatepark.
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Re: Determining scale - Equation or some other met
[Re: Jay_Watergate]
#112409
02/18/07 06:23
02/18/07 06:23
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Joined: Mar 2006
Posts: 2,503 SC, United States
xXxGuitar511
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You noobs confuse the hell out of me... Quote:
Also, is the position, or the x,y,z coordinates, the measure in quants away from the center, or (0,0,0)?
What the hell are you asking here? The center is (0,0,0), also called the ORIGIN.
Quote:
I am currently looking for a way to determin a scale inside my game world.
What [censored] scale are you talking about? There is the global scale (How many quants should represent an inch), which was described by Dusty3D. This scale depends on how you want the game to look, and is completely dependant on your game. So there is no value that you should use, other than what looks good.
Quote:
This question is important for me. Presently I do the scalling by eye. I count the little squares.... When I use the scale box it reverts to zero as soon as I touch Enter. In MED the scale stays put and I know when I come back a few days later what I was doing.
Which scaling are you talking about? The one you set by right clicking an entity and going to properties -> position?
xXxGuitar511 - Programmer
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Re: Determining scale - Equation or some other met
[Re: gettarobox]
#112411
02/18/07 22:51
02/18/07 22:51
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Joined: Nov 2006
Posts: 63 New England
Jay_Watergate
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@xXxGuitar511: Calm down...
Gamestudio has a coordinate system, correct. It is possible to be at position (12,92,6), correct? Now, is the vector that points directly from the origin to point (12,92,6) measured in quants? If so, I could scale everything relative to its distance from the origin.
Also, I understand it is called the origin, the right word simply escaped me when I posted last.
@gettarobox: basically, correct. I am simply trying to find out, at this point, if the coordinate system in WED/MED is measured in quants, and how to find the coordinates of different points in WED/MED.
To all, sorry if this has become a confusing topic. If someone could answer the two questions above, then my scaling question will basically be answered.
Regards, Jay Watergate
"What is written in stone will remain until dust, but not a year longer."
Visit www.deckscapedesign.com to see current design work on our local skatepark.
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