s44 scale is good if you want large maps. It makes the average sized map feel large which is good because very large maps can take longer to load and probably take a better computer to run. You can't really go much smaller than s44 as their infantry have a size of 1x1 which is the smallest unit of footprint. Johannes makes a good point that if your unit models are small and ranges are big it can be hard to see your units.
It depends on the scale range of your units. If tanks and buildings are going to be significantly larger than infantry you may have to go with the smallest size for infantry. Whatever is done I would not go any larger than 2x2 as that would make tanks very large.
Anyway for a design document you could just talk in relative scales as the scales available within the engine are not easily explained as there are many factors affecting how well things work at various scales. Or you could just pick a scale that seems reasonable and work with respect to it. A decent scale to start with would be 16x16 elmos for the size of infantry as 2 other games already use it.
Hit up flozi in lobby [10:24:40] <[S44]FLOZi> Units of Measurement [10:24:41] <[S44]FLOZi> The game runs in real time (i.e. 1 game second = 1 real life second). [10:24:41] <[S44]FLOZi> Model scale is 8 elmos per meter. [10:24:41] <[S44]FLOZi> Unit speed scale is the same as model scale. 1 elmo / frame (i.e. the value in the unitdef) = 3.75 m/s = 13.5 kph = 7.29 kt = 8.39 mph = 12.3 fps. [10:24:41] <[S44]FLOZi> Weapon range scale is roughly 1 elmo per meter, but this is very flexible, since a strict translation would not be good for gameplay. [10:24:41] <[S44]FLOZi> Weapon velocity scale is 2 elmos/s per m/s, a compromise between model scale and weapon range scale. [10:24:41] <smoth> this new guy could probably benifit from it [10:24:59] <[S44]FLOZi> according to a post in s44 dev forum by zerg [10:25:12] <smoth> mind if I copy paste that? [10:25:17] <[S44]FLOZi> sure [10:25:28] <[S44]FLOZi> no idea how true it is to s44 at current (i assume mostly) [10:26:04] <[S44]FLOZi> models are mostly scaled 'by eye' by spiked [10:26:20] <smoth> oh so you guys rescale yuritch's work? [10:26:22] <[S44]FLOZi> even some of yuris will be scaled up slightly to match the rest
in a convo with yuritch(one of the main modelers in s44) [10:27:10] <[S44]yuritch> Maybe. I'll explain how I scale my models [10:27:58] <[S44]yuritch> I model them with 1 unit = 1 meter (in Autocad that is). Then I export them to .dxf, import into 3DO Builder, scale remains the same. Then I scale them by a factor of 2.54 [10:28:01] <[S44]yuritch> And that's it [10:28:32] <smoth> mind if I post that? I am trying to help a new guy figure out scaling in his project [10:28:51] <[S44]yuritch> Post that if it helps, sure
And there you have it.. Of course some "by eye" scaling is used. but yeah, that is roughly what they use in s44 kivi. I suggested scaling similarly to them as they are largely infantry with mobile units.
Whatever is done I would not go any larger than 2x2 as that would make tanks very large.
Tanks are very large.
Kivi, can you post a shot of a tank next to an infantry unit?
there are some things that make a certain scale (+- ~500% the dimensions BA use or so) more desireable to use: -fast projectiles can fly through very small units -bigger maps use more memory -if you want to use existing maps: those often have trees or other features on them that dictate the scale -yardmaps of buildings is made up of "tiles", iirc one tile is 8x8 elmos so that is the smallest building you can have. if you want a factory with a door that opens, your yardmap will have to be at least 3x3 or so, so you can have walls/doors like
xxx x.x x-x
x= wall, . = unit is build here, - = door tile -very large units clip into terrain more -pathfinder has some maximum size on units
smallest units: infantry in Spring1944, flea in TA based games biggest units: the conyard buildings in GundamRTS, ships in NOTA, tanks in spring tanks, that giant upgradeable spaceship in THIS, factories in evolution RTS
-fast projectiles can fly through very small units
Are you sure about this? collisionVolumeTest = 1 prevents fast LaserCannons from passing through units so it may fix any issues they could encounter with small units and fast projectiles. I have not tested, I only know what it does to fast LaserCannons (or did when I added the tag to fix LaserCannons in the first place).
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