Game Development Community

Scale in Hammer and Quark

by JC · in Artist Corner · 12/20/2002 (12:03 am) · 10 replies

Hey all,

I'm getting Torque for christmas.. and I've been taking the times till then to get up to speed on making interiors.

I've read somewhere around here that 128 units in WC/Hammer is roughly 10 feet. Is this correct? Also, what is the scale in Quark?

...or is this all not worth worrying about because the size of things could be adjusted in the mission editor?

Thanks!

#1
12/20/2002 (4:56 am)
A good note is ... the standard player stands about 1 and a half boxs tall in Hammer..with the grid set to 64.
#2
12/20/2002 (5:42 am)
For all intents and purposes 1 unit = 1 inch.

But because of the fov 90 default for fps games, theres a bit of distortion to work with. ( Things tend to look skinnier then they physically are.)
#3
12/20/2002 (8:47 pm)
The default Torque scale for WC and QuArK is 32-1. I forget how to do it in WC/Hammer, but in QuArK you go to the "worldspawn" properties and you'll see the scale there.

--Eric Forhan
Trajectory Zone
#4
12/20/2002 (9:32 pm)
So in the default scale, 32 units equals 1 what? :)

Thanks for all the replies.
#5
12/21/2002 (12:04 am)
I don't know if Torque actually has a name for the units, other than "Torque Units". One TU equals one 3dSmax unit.

==Eric
#6
12/30/2002 (3:07 am)
As I've said before for all intents and purposes 1 wu = 1 inch.

The 32-1 is the grid scale not unit scale.
#7
12/30/2002 (11:11 pm)
No, the grid scale is a different number. If you change the '32' to another number (smaller, I believe), it will make the end model larger.

--Eric
#8
12/31/2002 (2:33 am)
Just to help you with scalling: the "player" in HL (I have not mapped for other games) is 72 units tall and has 32 units of width.
#9
01/16/2003 (3:16 pm)
Grid Scale doesn't change the physical size of the object in WC, for one its not a model but a brush
#10
01/16/2003 (4:00 pm)
This is not the grid scale. :-)

At least, it's not the number of units between the lines shown on WC/QuArK itself to be A guide in creating the models.

You can do this both in WC and QuArK.

In WC/Hammer, in the main menu: Map-->Map Properties--Geometry Scale

In QuArK, in the object tree: Worldspawn-->Object Properties tab (or press "2")-->Geometry Scale

The lower it is, the larger map2dif scales it in Torque. Just the opposite goes for if it's larger. It must be in a power of 2.

Give it a try. While testing it, I've made some absolutely huge models. There are some bugs when you get to making it too big (like @ Geometry Scale =4). Textures may look funny, if not set to tile; portals to outside may not act properly. I've only spent a little time with it, though it's been very helpful in creating different things like skyscrapers. It would also come in handy if the artist is making something rather detailed, but small, and doesn't want to scale it down in WC/QuArK or in Torque itself.

--Eric Forhan, MRT