Game Development Community

Size Matters

by William Shellman · in Artist Corner · 02/15/2008 (5:22 pm) · 6 replies

O.K.! I have been working with QuArk, Blender, and Torque for about 6 months now and I have come quite a long way, but I still have a frustrating annoyance. I can create models with no problems, but as far as the proper scale to create them in, I can't find the settings for the grid size in QuArk, Blender, or Torque. What I mean to say is, I can see a grid in each program, and so I create my models based on the 1 grid squares system. I have used this method in the past, and most things came out fairly proportioned, but recently, I may have accidentally hit a wrong button in QuArk, and now the grid is gone.
Only the axis lines remain, and everything I try to scale just isn't even close. I have the models files upon request, and I realize that the method I'm using is probably unorthodox, but it was working until QuArk caught this glitch. What I was asking was, how can I get the grid in QuArk back to normal? Also, there is a misunderstanding with the scale between the 3 aforementioned programs. I am trying to understand this system, but I am still quite confused about it. First, in Torque! If you are looking at the grid (or Checkers), and you focus on 1 grid square, what is that measurement? Second, in QuArk, in the same fashion, is 1 grid square equal to the 1 grid square in Torque, or does it take 32 QuArk grid squares to equal 1 Torque grid square, and what are those measurements? Lastly, in Blender, same way, is 1 Blender grid square equal to 1 QuArk grid sqaure and so on. What I need to know is, what is the numerical difference in the size of the individual grid sqaures of the 3 programs.
Perhaps a chart or map to illustrate the range difference. For instance, the Torque grid square being the largest of the group, the QuArk grid square placed in one corner showing a smaller form, and a 3rd square representing a Blender unit either equal in size to the QuArk unit, or slightly smaller, I don't know the actual ratios, but you can get the idea. Anyway, I hope someone can help me clear this up once and for all. I'm sorry if I just can't get it, but it's very tricky and confusing. Thanks for any help out there!

#1
02/15/2008 (5:56 pm)
1 Torque Grid = 1 square meter
That's how it is for most modeling programs. dunno about quark and co
#2
02/17/2008 (2:37 am)
Thanks, Ramen-sama! So you basically have to play it by ear, so to speak? I use the Torque "Player" model scale from the engine to check the models I create, then document the problems and create a scale guide from the results. It works fairly well for me on most projects.
#3
02/17/2008 (7:21 am)
The KORK playerAvatar is like 2.3/4 'units' tall....

...so, if the 1:1 scale holds true[unit to unit], how tall is 2.4 units, well, it's 2.4 METERS. That is well above 'average' human size; something like in excess of 7 IMPERIAL FEET!

So, if you model to real world units[feet/metric], you will need to Scale up your diffs on export to match KORKIE. So, anywhere's from a 1.4~1.525 scale increase will match the objects to KORK, if you're using the default avatar as a scaling reference...

Of course, if you're using Constructor where you can insert a reference shape...and it should all be moot; however, if you're using a '3rd' party program to create and export your objects...study up on it's 'units' and conversion.

As an example: I use gameSpace to generate my meshes. I can create a cube primitive with the real world dimension of 1 meter square in my modeling program. When I export this to Milkshape3D, this 1 'meter' cube primitive is now one Milkshape 'unit' square. If I export this correctly at a Scale factor of "1"...when I view this object in the engine, it should be one Torque 'unit' and it is about less than half the height of KORKIE...however; anything built to 'real world' scales will seem minute in Heroic proportioned[more like gorilla proportions, arms way too long....] KORKIES hands or compared to it's body height.

...hope this made some kind of sense about Scale in modelling programs and Torque.

I 'think' that QUARK is set to 32 units?segments??...so it may be in inches. Constructor[free program] is set to the Torque scale, may be easier to work in that? Good luck, I tried Quark, it's okay, made a fairly large/complex structure with it...I think I ended up making a cube in QUARK that represented the playerAvatar bounding box. I think I converted Torque[psuedoMetric] to Imperial and then used those measurements to create the primitive in QUARK. Textured it with a snapshot of the player on each face...poof! Spawn entity/starting point.

Good Luck.
#4
02/17/2008 (9:46 am)
32 Quark Units = 1 Torque unit = ~1 meter. The scale is set in the worldspawn entity inside QuArK (or any other CSG modeling tool).

Kork is indeed a giant comparatively speaking. 2.4m is probably about right.
#5
02/17/2008 (2:02 pm)
I've never used Quark but in Constructor I have pretty good results assuming that 0.4 units = 1 foot, which puts Kork and the elf at 6 ft tall. I use real houseplans as templates for my interiors and and I'm content with how they appear in Torque.
#6
02/18/2008 (5:04 am)
Thank you, my friends! I may need to specify the figure I am using in Torque. It is the default "Blue Guy". I was under the impression that this was the standard model for a human model. The documentation states that he is 2.4meters tall, the width is not stated but I assume around 1 to 1.5meters wide. Blender units are what I use to guide my other models. I use 2 units vertically and 1 unit horizontally to measure a charactor. I have found this format to work pretty well, and have resloved the issue with QuArk's grid. It still acts a little strange, but the models are beginning to straighten up. Thanks for all your help!