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Scaling structure in DIF file

by Peter Wiley-Cordone · in Artist Corner · 01/09/2006 (7:45 pm) · 4 replies

I'm trying to reproduce buildings in the game environments that match real life (scaled) drawings. I've created the building in Quark and can get it to compile to a DIF file. I found the post at

http://www.garagegames.com/mg/forums/result.thread.php?qt=17136

which talks about units in Quark and TGE. At the bottom of the post it says:

"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)."

How do I change what real life units correspond to 1 game unit? It isn't clear to me from the forum post? Sorry if this is a really obvious question.

Thanks

#1
01/10/2006 (11:40 am)
Well I'm working with Hammer so I'm not sure how it is with Quark, but one unit (at a grid-size of 8) is about 20cm in Torque. I'm not sure how exact that is. I think I've read that here some time (years) ago.

Maybe that helps a little bit?!
correct me if I'm wrong.

-Matt
#2
01/17/2006 (12:33 pm)
FAQ answer to scale comparison Grid size is irrelevant, since the grid size is set to a number of units. Eg grid size 8 = 8 units per grid division.

You may be able to change this ratio by editing the "geometry_scale" value in worldspawn. This defaults to 32. I am not 100% sure that Torque actually pays any attention to this value, though, so please test if you plan to use a different setting for it.
#3
01/19/2006 (11:43 pm)
Here is a link to a .map file I use to help with scale. This map has just one brush, and the one brush is the exact size of the Torque Orc.

http://www.subreal.net/Player_size.map
#4
01/20/2006 (4:01 am)
I've heard that 32 units in Quark = 1 meter / unit in Max / Lightwave / Maya etc...