Scale.

Scale.

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Scale.

Post by Argh »

Okie doke... I've done a search, and I'm not finding any absolute numbers, so here's my question:

What is the correlation between weapon scales (which as we old-skool TA players know, was in "pixels" ) ... and the scale of a single unit square? IOW, how many "pixels" to the "square"?

The reason why I'm asking this, of course... is that I want to build something with real-world scales... using a one square = one meter scale. Yes, that's a lot larger scale than is normally used, but there is a point to it.
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jcnossen
Former Engine Dev
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Joined: 05 Jun 2005, 19:13

Post by jcnossen »

Scale is what you make of it ;)
Pixels would be a bad measure because of the zooming also...

However,you could compare with TA 3DO models, and then every unit in 3DO coordinates (I suppose that is actually in pixels in TA?) fits 8 times into a single heightmap pixel.

As for comparision with a unit, the XTA LLT is 4x4 heightmap pixels, meaning 32x32 in world coordinates.
Gnomre
Imperial Winter Developer
Posts: 1754
Joined: 06 Feb 2005, 13:42

Post by Gnomre »

One 3do unit was about 2.5 (or was it 5.2? crap) pixels in game, IIRC. Zwzsg should know the conversion. I remember 1 3do = 1 footprint = [1] in the scripts, but I forget its pixel measure.
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

Okie doke. So... a weapon with an effective aimed range of 300M would have a range of about 700 "pixels"... more or less. That sounds about right. I'm not building a true simulation, but I want things to feel about right, so that sounds pretty good. Next I'll have to ask some dumb questions about LOS... oh yeah, and are fixed-arc weapons working in this Spring build, or are we waiting on the next one? I realize that with the "tied" weapons, we can sort've hack around things as-is, but I'd rather play with the pure solution.
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