1 world unit == what distance?
by Anthony Lovell · in Torque Game Engine · 01/08/2003 (11:58 am) · 4 replies
In the test application's FPS game in Water World, I have to admit being astonished to discover that a unit in the world appears to be something in the neighborhood of 1.5 inches (if I judge the avatar to stand approx 2m tall), rather than 1 meter. My guess is based on making a 20-unit tall arrow object and replacing tree1.dts with it to find that this arrow stands just to navel-height. Perhaps the avatars are just really large for some reason, but I sure would expect this to be in meters to facilitate non-silly physics modelling code additions.
Can someone comment on how dimensions are measured in Torque, and at what levels (such as scripting) does this scale have to be known?
I should also outline what I hope to achieve with Torque over the long haul so that others might comment on what challenges I will face. I want to create a WW-I era naval battle-game, and this will require me to depict distances over visual ranges up to 12 miles (often seen through narrow FOV owing to optics). Are there hard limits built into Torque that will make such a scale of play infeasible?
So far, I am aware that Projectile travel stops after a painfully short time-of-flight, and that I'd need to increase this to as much as 30-40 seconds. but what other areas would I need to be exploring?
Thanks in advance!
tone
tone
Can someone comment on how dimensions are measured in Torque, and at what levels (such as scripting) does this scale have to be known?
I should also outline what I hope to achieve with Torque over the long haul so that others might comment on what challenges I will face. I want to create a WW-I era naval battle-game, and this will require me to depict distances over visual ranges up to 12 miles (often seen through narrow FOV owing to optics). Are there hard limits built into Torque that will make such a scale of play infeasible?
So far, I am aware that Projectile travel stops after a painfully short time-of-flight, and that I'd need to increase this to as much as 30-40 seconds. but what other areas would I need to be exploring?
Thanks in advance!
tone
tone
#2
I did not manual rescaling. If some happened incidentally to my art path, I could figure out the factor applied if you could kindly send me a canonically 1mx1mx1m cube in .3DS format.
TIA
tone
01/10/2003 (6:50 am)
No.. I created the model in Rhino3D (the only modelling package I find usable, though I do have MAX) and saved it as a .LWO object, then converted that to DTS using MilkShape3D (it had the same units in MilkShape3D as it had had in Rhino).I did not manual rescaling. If some happened incidentally to my art path, I could figure out the factor applied if you could kindly send me a canonically 1mx1mx1m cube in .3DS format.
TIA
tone
#3
Can someone comment on how dimensions are measured in Torque, and at what levels (such as scripting) does this scale have to be known?
end quote
does anybody have info on what one torque game unit is in real distance measures?
05/12/2004 (1:44 am)
QuoteCan someone comment on how dimensions are measured in Torque, and at what levels (such as scripting) does this scale have to be known?
end quote
does anybody have info on what one torque game unit is in real distance measures?
Torque Owner Neil Marshall
If the answer is yes to both of those, create a box and attach your object to it, then delete the polys making up the box and export it again. There is a quirk in the way that 3rdmax internally scales models which the plugin doesn't catch.