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How small can you build without problems? #50304
07/27/05 02:46
07/27/05 02:46
Joined: Jun 2005
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Grafton Offline OP
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Grafton  Offline OP
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Does anyone know what is the smallest scale I can use for my world without running into trouble with sorting, functions or something else?

The scale I want to use is pretty small, here are some examples;

0.033 quants = 1 inch
0.399 quants = 1 foot
1 quant = 30 inches
4 quants = 10 feet

Can anyone think of problems I may have at this scale?

As a side question, does scaling a model in WED have any "side effects" that might limit me?

Thanks for any insight! I really appreciate it!


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Re: How small can you build without problems? [Re: Grafton] #50305
07/27/05 08:06
07/27/05 08:06

A
Anonymous
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I'm thinking that you'd probably see a big pixel from a texture. With 30 inches in 1 quant per pixel (although you could scale it down but better shadow from lightmaps need more memory), get too close to the wall and you will lose quality a lot.

Anyway, my question is, why would you want to use that small scale? Are you going to be building a space game?

Re: How small can you build without problems? #50306
07/27/05 08:59
07/27/05 08:59
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Grafton Offline OP
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Thanks Greyson! I appreciate the reply!

So there is a texture resolution issue? I assume this applies to level blocks only? I should have mentioned that the visible parts of my world are made up of models. I have tried some experiments with very small scales, but so far the pixel/quant thing does not seem to affect models. I will have to keep it in mind though.

Do you think I will run into a c-script problem though with such a small scale? I thought I had read that functions will work with numbers as low as 0.001, but now I cant find that info, so I am not sure about that.

Quote:


Anyway, my question is, why would you want to use that small scale? Are you going to be building a space game?






My project uses a treadmill world system, however there is a 65,000 quant limit with c_move (supposed to be fixed in the next update), I have to move everything back to the world center when I reach this limit, and it causes a huge game pause, with the proposed smaller scale, I will have about eight times the space than I have now, and therefore a player may never even reach this point.

The other reason is I am having problems with z buffer sorting at my current scale, and I have found the problem disappears at this smaller scale!


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Re: How small can you build without problems? [Re: Grafton] #50307
07/27/05 10:33
07/27/05 10:33
Joined: Jul 2000
Posts: 11,321
Virginia, USA
Dan Silverman Offline
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Dan Silverman  Offline
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You cannot build anything smaller than one quant because the engine rounds all non-whole numbers to the nearest whole.


Professional 2D, 3D and Real-Time 3D Content Creation:
HyperGraph Studios
Re: How small can you build without problems? [Re: Dan Silverman] #50308
07/27/05 11:01
07/27/05 11:01
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Grafton Offline OP
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Dan, you are speaking just of blocks constructed in wed? Or other things too?


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Re: How small can you build without problems? [Re: Grafton] #50309
07/27/05 11:16
07/27/05 11:16
Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
ulillillia Offline
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ulillillia  Offline
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Minot, North Dakota, USA
With level blocks, the smallest you can go is two quants width. Any smaller, you'll likely end up with compiling errors. With models, the size can be anything, even 0.0001 of a quant in width (but you almost couldn't see that anyway). If you're looking into making levels in MED, you can check out my tutorial in the contributions section.


"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 small can you build without problems? [Re: ulillillia] #50310
07/27/05 21:16
07/27/05 21:16
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Grafton Offline OP
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Thanks for the info Ulillillia, and yours is the best tutorial for working in MED that I have seen! A really great gift to the community!

After playing around a little, I scaled a model to 0.100 quant. It looks fine, texture and all, However you can not get closer than 1 quant to anything without clipping it, even if clip_near is set to a negative number.

I also found out that raw values less than 0.001 (the variable limit), will not do anything in the functions I tried. for instance 0.00099 will not round to 0.001. So You have to be careful when using " *time ", and make sure the variables and values dont evaluate to less than 0.001 (0.001*time will not work)!

A person could probably use a function to limit *time to 0.001 and call it instead of using *time. Something like this;
Code:
 

function FTime(rate)
{
if(rate *time <= 0.001){ rate = 0.001;}
else{rate = rate *time;}
}



This seems to work even though "rate*time" may evaluate to less than the variable limit of 0.001.


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