Game Development Community

QuARK Units to Feet ratio?

by Mitovo · in Torque Game Engine · 03/25/2004 (12:56 pm) · 11 replies

Hello all..

Quick question here..

When building interiors for Torque using an editor like QuARK, how are units measured? Is there a Units-to-Feet ratio, etc? I want to make sure when I'm building something that I'm not going overboard and making the thing too enormous, or too small, and I haven't been able to find any kind of information on this...

Also, is QuARK the tool used to create that large building in the demo?

Thanks a bunch!

Mike

#1
03/29/2004 (11:44 am)
Lets see, well, about 8 Quark Units equals 1 Torque Unit (This is because the default geometry scale parameter in the worldspawn entity in Quark is 8).

The orc character is around 2 Torque units (~meters) tall, which makes him about 16 Quark Units tall.

Hope that helps.

And yes, all the interiors in the demo were created using Quark.
#2
03/29/2004 (4:59 pm)
Hi Alex,

Hmm.. that seems awful small...

1 32-Unit grid square in an editor is equivalent to 4 meters in Torque?

32 units is a pretty tiny area, nevermind 8. The default wall-thickness when you hollow out a room is commonly 32 units.

How do you edit anything at that scale?

Am I missing something here?
#3
03/29/2004 (6:19 pm)
It's 1:32 in my setup, which I thought was the default. Check worldspawn, it will have a geometry scale setting.
#4
03/29/2004 (6:23 pm)
So, 1 meter of Torque space is = to 32 units in an editor?

Hmm.. am I out of my mind, or does that seem way too small? So, the average wall in a "hollow" operation is almost 5' thick according to those calculations?
#5
03/29/2004 (7:15 pm)
Okay, my worldspawn setting is 'geometry scale 32', and the tooltip says 32 units = 1 meter. However, if I set my grid at 32 as well, all my single story buildings are 5 units (x32) high. In game, these appear to be just shy of 3 meters tall. So whatever scale that is....
#6
03/29/2004 (7:31 pm)
Ahh.. hmm.. I guess I'll have to do some experimentation and figure that out... I think seeing it will help me come to grips with it.

Thanks for the info :-).
#7
03/30/2004 (11:42 am)
Err, yeah, it should be 1:32 by default. Not sure where I got 1:8 from.

However (and I just tested this by creating two 1 meter cubes - one in max and one in Quark), 1 unit in max is exactly equal to 32 units in Quark.

It should be noted that all the character models seem to be a bit oversized - somewhere around 2.3 meters tall, this might be part of your confusion. Also, many of the buildings in the demo are oversized, to allow for camera motion within the building.
#8
03/30/2004 (12:04 pm)
Okay! So, I'm finally getting somewhere with this whole scale thing..

First.. I got a .map exported from Cartography Shop into Torque - only had to remove the line in the .map file defining the WAD file to use.

I'm pretty sure lighting will present its own challenges, since it'll need its own parameters.. but anyway..

I got the scale figured out:
With the grid set to 32 Unit squares in CS:

The orc is 80 grid units tall by just over 32 wide (the width is more of an estimation, but close)

So, that's 2.5 Grid Squares tall at a 32-unit grid setting, or 5 at a 16 unit grid (how I finally got it right)

I've taken a screenshot, just for kicks... Here's the link to it:
http://www.geocities.com/wsimike/player_scale.jpg

So... now the question is, how tall is that orc supposed to be, in feet, preferably? If he's about 6' tall, that would make every 32 grid units equivalent to somewhere around 2.25 feet...
I'm working through the figures with a calculator here, and it's hard to nail down an exact number..
#9
03/30/2004 (12:27 pm)
Alex,

Hmm... so by about how much is everything over-sized?

Another part of the confusion is/was that I'm terrible with the metric system - never could get a grasp on it very well, so when you say 2 meters, I can't put a "visualization" to that. Say 5' or 6' and I'm fine. But that's my problem... lol.

Hmm....

How about the character in the older demo? It was the guy in the blue armor.. Actually.. nevermind, I just tested it and it's the same height.
#10
03/31/2004 (7:34 am)
32 Quark Units = 1 Max Unit = 1 TGE Unit +/-= 1 meter/3 feet
Or roughly 10 Quark Units to a foot :)

That's the default scale used in TGE, in the demo and somesuch.

Thing is, scale is NOT hard coded, you can decide what a TGE unit means, and then create and scale your assets accordingly : you could decide that 1 Torque unit is 10' (ie 3.3 meters). In Max, a unit is then 10' (but you have to remember the Max exporter ignores scale settings in Max, and always exports 1 unit as 1 TGE Unit)
And in Quark, your 32 units would then be 10'.
You decide, just be consistent :)
#11
04/01/2004 (1:31 pm)
@Michael: 1 meter equals about 3 feet in the English system, give or take

As I mentioned, the orc is about 2.3 units tall - making him... oh, 7-8 feet.

But, Nicolas is right in that scale is not hard coded, it is all relative... so if you want 128 quark units & 4 max units to be 1 meter, and scale everything appropriately, then engine won't care in the slightest. The important thing is to have all of your objects scale correctly in relation to each other.