Grid and sizes in meeters ?
by Browser_ice · in Constructor · 10/16/2007 (9:55 am) · 7 replies
I was told that the maximum size of a terrain is 2km x 2km.
What are the grid and size values in ? Are they in meeters ? If not, in what ?
I need a reference point to work.
What are the grid and size values in ? Are they in meeters ? If not, in what ?
I need a reference point to work.
#2
10/16/2007 (10:32 am)
There are no constant grid settings on this thing to tell it its in meeters or some other value ?
#3
10/16/2007 (10:41 am)
David is absolutely correct that you should use a reference shape. But if you feel so inclined to mess with the grid settings they are in the preferences form.
#4
10/16/2007 (10:45 am)
I forget exactly what the units are but, if you go into your 3d program and create a cube that is 1 meter and then import it into constructor you can see exactly how it works. (btw: I'm assuming you have a 3d program.. if not maybe someone can create a dts reference object for others to use?).
#5
I saw it somewhere but do not recall where.
10/16/2007 (11:09 am)
Anyone have a link to reference boxes ? I saw it somewhere but do not recall where.
#6
10/16/2007 (11:30 am)
You can load reference shapes in Constructor. It is in the Create tab and under shapes. The icon should look like an orc. The pipe is a static mesh import, the orc a reference shape (does not bake into the DIF), and the other is a replace shapes tool.
#7
If I understand what you're asking, I think you want the simple answer and it's this: With Grid Spacing = 1, a unit is = 1 square meter. You'll find this is relatively standard across apps like Blender, MilkShape and others (so you build objects confident that the scale will be correct). This is why most standard human characters stand about 1.8 units high (approx. 6 ft. tall). Stick with this and you can't go wrong. I did and have built an entire city and its objects according to the scale without the use of reference shapes and the "eyeball" method. It's not perfect, as I had to occasionally walk around with a reference character and test the "visual" scale. The camera's FOV, player's bounding box (and I adjusted it to 1.8 1 1) and such make things not quite right, so doorways, rooms and staircases need to be a bit bigger to look right and function. But once you get into a groove, it's not so hard.
Hope this helps.
10/25/2007 (11:54 am)
The others are right in that the grid and world scale are relative to what you decide you want your reference to be. For example, if you make a character 4 grid blocks (units) high (and your grid is set to "1") then you are somewhere around .5 meters per unit.If I understand what you're asking, I think you want the simple answer and it's this: With Grid Spacing = 1, a unit is = 1 square meter. You'll find this is relatively standard across apps like Blender, MilkShape and others (so you build objects confident that the scale will be correct). This is why most standard human characters stand about 1.8 units high (approx. 6 ft. tall). Stick with this and you can't go wrong. I did and have built an entire city and its objects according to the scale without the use of reference shapes and the "eyeball" method. It's not perfect, as I had to occasionally walk around with a reference character and test the "visual" scale. The camera's FOV, player's bounding box (and I adjusted it to 1.8 1 1) and such make things not quite right, so doorways, rooms and staircases need to be a bit bigger to look right and function. But once you get into a groove, it's not so hard.
Hope this helps.
Employee David Montgomery-Blake
David MontgomeryBlake