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!
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!
#2
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.)
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
--Eric Forhan
Trajectory Zone
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
Thanks for all the replies.
12/20/2002 (9:32 pm)
So in the default scale, 32 units equals 1 what? :)Thanks for all the replies.
#5
==Eric
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
The 32-1 is the grid scale not unit scale.
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
--Eric
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
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
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
Torque Owner Wuzit