Game Development Community

Does size matter?

by D B · in Artist Corner · 07/27/2005 (6:52 pm) · 8 replies

If one is not using content (in terms of 3d models) that came straight from TGE or from content packs, what problems would occur if every model and map was too small or too big (but the models and map are still proportionate to each other)?

#1
07/27/2005 (7:17 pm)
Size is irelevent... You can scale in real time everything.

So, If you have a model you made in package A, and its scall was 200% that of whats in the engine, scale it...

As far as what impact this will have.. I dont know.

But as long as your not making images that are 120000 x 120000 and a mesh thats 10000 polys, you should be fine scaling things to the final size.
#2
07/27/2005 (7:39 pm)
Okay; that's cool that size doesn't matter for the most part.

But what about for file size(would the size be bigger if the models are quite big)? Does it cause problems there?
#3
07/27/2005 (8:18 pm)
The "Size" of the model does not really matter when it comes to file size AFAIK, Its the number of vertices and/or polygons that determine the file size of the model.

Its more about complexity then "Size"
#4
07/27/2005 (8:18 pm)
You can scale everything in real time ? Models, DTS objects, DIF objects, everything ?
Cause if that is the case I can rework something I have been struggling with ...
#5
07/27/2005 (8:23 pm)
As far as i know, yes, Everything has a "Scale" Thats baced off its original "Size" that you created it at.

As far as the impact on your game, I dont know..so, Dont take just my word for it.

I think its more of a "Profesinal" thing to make sure everything is to "Scale" to the world when creating them, and it does make things easer to place.

But in 3d, "Size" does not matter, its all relative. What does matter is your textures tho, Dont put a 512 x 512 Texture on an ant, when the ant is normial size (Yes for HUGE ones)
#6
07/27/2005 (8:26 pm)
I know scale has extremely little performance impact on the Unreal Engine 2 as long as scaling was done uniformally and even then it is minimal, the real performance issues are texture size and polygonal count on the model(s) in question. I didnt want to second guess things in Torque though and have it nibble my ass later in the development timeline. Good to know though ... if anyone knows differently that things cannot be scaled or it is a noticable hit on performance let me know.
#7
07/27/2005 (8:36 pm)
I think what i said is kinda univercial, but i know there has to be some caculation involved in the "Real time scaling" of the objects.
#8
07/27/2005 (8:45 pm)
Okay, that's cool and it makes sense. :D