Quark Units : 3ds Max Units
by Chris · in Artist Corner · 03/25/2004 (12:04 pm) · 8 replies
Does anyone know how Quark units relate to 3ds Units? I need to get the size down to an exact number. Would there even be any type of direct corralation between the two? Hmm, maybe i could measure them in torque?
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#2
05/19/2004 (4:10 pm)
Quark has something called "Geometry Scale". It is a parameter in the worldspawn entity. By default it is set to 32, so 32 Quark units = 1 Torque unit.
#3
05/25/2004 (8:45 am)
Doesn't the units in quark also depend on the grid size setting you chose? Taking this into account I myself still seem to get readings that look a bit off.
#4
05/25/2004 (10:41 am)
I have geometry_scale set to 32 and, like Alex wrote, I get 32 Quark units = 1 Torque unit.
#5
05/25/2004 (11:42 am)
The grid size has no impact on export, it is just there to make things easier for you when building your maps. I am constantly switching grid size depending on my alignment needs.
#6
It can mean anything you want for your game, just be consistent in your usage of scale.
What is important, as Kevin and others already said, is the ratio between Quark units and Torque/3DSMax, which is 32 to 1 by default, which you can change with the geometry_scale variable in Quark.
But, whatever scaling you're using in Max, the exported shape will always be at a one on one scale from Max to TGE, ie 1 Max unit is always a Torque unit, so if you use a geometry_scale of 16 in Quark, you'll have 16 Quark Units == 1 Max unit == 1 TGE Unit
05/25/2004 (11:45 am)
Btw, you don't have to use 1 Torque Unit == 1 Meter. It can mean anything you want for your game, just be consistent in your usage of scale.
What is important, as Kevin and others already said, is the ratio between Quark units and Torque/3DSMax, which is 32 to 1 by default, which you can change with the geometry_scale variable in Quark.
But, whatever scaling you're using in Max, the exported shape will always be at a one on one scale from Max to TGE, ie 1 Max unit is always a Torque unit, so if you use a geometry_scale of 16 in Quark, you'll have 16 Quark Units == 1 Max unit == 1 TGE Unit
#7
05/26/2004 (10:52 am)
Im still not 100% sure I understand here. If I change the grid from 32 to 8 or whatever, it makes no difference as it's just the grid right? but the number of squares in the grid changes by the grid size. So, if I want to know how many blocks, I should switch the grid to size of 1, and then if I cound 32 blocks across, that should equal 1 meter? NOt sure, tried this but the scale is off.
#8
Like Nicolas said, the Torque units do not have to be 1 meter. In my current game (coming soon) I have 10 Torque units equal to 1 meter (my gravitational acceleration is 98).
The default Torque scale is supposed to be 1 Torque unit = 1 meter (but the default gravity is 20... hmmm...)
05/26/2004 (11:04 am)
Tony, you have that correct; the grid size is only a help for lining things up in editing. If you create a cube that is 32x32x32 in Quark it will be 1x1x1 in Torque units.Like Nicolas said, the Torque units do not have to be 1 meter. In my current game (coming soon) I have 10 Torque units equal to 1 meter (my gravitational acceleration is 98).
The default Torque scale is supposed to be 1 Torque unit = 1 meter (but the default gravity is 20... hmmm...)
Associate Logan Foster
perPixel Studios
MAP/DIF files are way different. They use a 1 unit = 1 inch setup and as such you must work in Imperial Units and keep in mind what things equate to in Metric. Use this site to convert from Imperial to Metric units.
A second thing that you need to keep in mind is your game world scale. Due to problems with pin-hole camera theory, which all renderers are based upon, if you use exact real world sizes your objects will appear small and lacking depth. As such this is why it is recommended that you build all of your models at least 1.5x larger than normal in order to correct this problem.
Logan