Game Development Community

Size of player model in pixels

by Kirk Alberts · in Technical Issues · 03/08/2002 (2:59 pm) · 5 replies

Can anyone tell me how high the average player model is in digital PIXELS is in the Torque engine. (For example, the player model in the Torque example....=)...) I'm building wall textures and such in photoshop and need to know how big the player model will be in relation to these textures so we don't have to scale everything to size once it's in the game. I know the Quake models are around 56 pixels high and I think the Halflife models are around that as well. I could probably figure it out but before I started doing that I wanted to see if anyone knows this. I'm sure someone does..somewhere. I know that not every model would be the same height, but at least if I could get a basis on what's already been done it would help a ton. Any help would be appreciated.
Thanks.
Jupitron
Blast Furnace Engineers

#1
03/08/2002 (3:03 pm)
open player.png in shapes/player folder. Get the size. There you go! A good size for textures of "normal" size like walls and doors. Since the size of the png file is larger than the actualy model, it will give a decent size to work with (since people aren't quite as tall as the cieling in buildings)

Although, texture pixel size really doesn't matter. You can scale their sizes a good amount... the thing you need to worry about is if the buildings themselves are scaled correctly. Texture scale isn't usually a problem.
#2
03/08/2002 (3:13 pm)
Matt,
Thanks man, gotcha. That's what I needed to hear. That's another thing I was wondering, (that you answered)....does scaling of objects and the textures on them effect performance of the engine? I didn't think that it would but I had been just kicking that around in my head for a while.
What we're working on will require a number of buildings and different objects and I just wanted to build them to scale with the model rather than have to scale them to the model size. You answered my question though. Thanks for the quick response.

Kirk Alberts
Blast Furnace Engineers
#3
03/08/2002 (3:46 pm)
a 512x512 texture resized to 1024x1024 would use same memory as 512x512... of course....

A 512x512 squished to 64x64 will be a memory hog :p

As I can see you plan on doing, it's best to create everything to the right scale instead of scaling it later. complex objects might lose detail or just screw up. Performance is better with unresized objects, but it all depends on your game. Are you certain you have the game-scale you want now? If not, you might want to design things that are to be scaled to your final product.

Of course, I'd reccomend sticking with your plan. Most games except the "huge robot/monster" games or "tiny creature/person" games can get scale down just fine. Since I'm assuming your game is based around normal sized folks, then your plan should be the best!
#4
03/08/2002 (4:01 pm)
Matt,
As of now we're going to stick to the scale that's already been established with the Torque example (If it's not broken, don't fix it.) It seems to work well for what we're working on.....there's something else I was meaning to ask, but for the life of me I can't remember what it was. If I think of it I'll be back.

I greatly appreciate your help.

Kirk Alberts
#5
04/05/2002 (7:32 pm)
Sorry, just ran across this thread. Here's a pic I made once to help with scaling. Each block is as tall as the number on the side.

home.kscable.com/eqbrienna/torquesizes.jpg