Question for other modders: game pixels per 1x1 footprint

Question for other modders: game pixels per 1x1 footprint

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Nemo
Spring 1944 Developer
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Question for other modders: game pixels per 1x1 footprint

Post by Nemo »

Righto, I'm trying to rework weapons scale in AATA by taking the unit scale and working from there. I found the height of a unit as compared to the side of a footprint, so I can put anything in terms of footprints into the unit scale.

However, weapon range is measured in pixels. OTA pixels. So this makes things hard - what I need to know in order to finish my calculations is the number of weapon range units (game pixels in OTA) per side of a 1x1 footprint.

So, basically, I'm looking for the value in "range=x;" in the weapon.tdf so that the weapon has a range exactly equal to the length (or height, since 1x1 is a square...) of a single footprint.

I was going to use Smoth's 'elmos' with ~10 per footprint, but I don't think those are it, since people haven't needed to go back and change every weapon range in their mods when they port them to Spring.

Thank you.
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smoth
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Post by smoth »

:roll:
link
I woudn't say metric unit, we have no idea how big an elmo REALLY is. We just call them elmos becuase it is hard to derive a true scale from them. I do know that there are 16 elmos in a footprint. I also know that 1 footprint unit is as long as a car. 0.5 in footprint is about as wide. So yeah... a car is about 16X8 elmos long.

Where can you see elmos?

look at the grid coordinates in spring, that is a measurement of elmos. I started calling them elmos because people were arguing over metric and imperial units. I found it asinine and wanted it to stop. So for the like, Nth time.....

for maping
1 footprint = 1 pixel in the heightmap/featuremap.

For unit creation:
1 footprint = 16 elmos
1 footprint = 2 squares in either upspring or 3ds....

which means that 8 elmos = 1 square in upspring or max....

which also as I said earlier means that an elmo does not cleanly fit in either metric or imperial systems. We can only give a close aproximation.

I SWEAR TO GAWD that NO ONE LISTENS!
Last edited by smoth on 22 Mar 2006, 23:41, edited 1 time in total.
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FLOZi
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Post by FLOZi »

:roll:


That is not the answer.
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smoth
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Post by smoth »

FLOZi wrote:
:roll:


That is not the answer.
what I need to know in order to finish my calculations is the number of weapon range units (game pixels in OTA) per side of a 1x1 footprint.
1 footprint = 16 elmos
That is how many game units or "ELMOS" that make up a footprint in spring. The answer is there.

*edit* to expound on the idea*

PIXELS are irrelevent in a true 3d game. what we do have are game units.

Movement speed in OTA was a matter of GAME UNITS... funny enough.. that has little to do with pixels. ALSO even LESS to do with them in spring...

BUT footprint to range scale is still right.... and that means that THE ELMOS are our new pixel... in a way...Because the precision seems to be limited to some measure of elmos. what that means is that elmos are the closest thing to pixels that you can get....

to further that idea...

a footprint WAS 16 pixels. so what equates to a pixel? an ELMO.
Last edited by smoth on 22 Mar 2006, 23:48, edited 1 time in total.
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Nemo
Spring 1944 Developer
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Post by Nemo »

Smoth, I'm talking weapons range, which is measured in weapon .tdfs in OTA pixels.

I read your thread, and even posted in it just now.

Unless you can tell me an exact conversion for weapon range units to elmos, and then elmos to footprint size, you're not helping me.

From the weapons.tdf in XTA, where it talks about all the .tdf tags: // range is in pixels. Thus, OTA pixels. Which were a game unit of measurement, but so far you haven't converted into elmos, and so spouting off about elmos isn't helpful.

At any rate, I'm close to figuring it out just by measuring.
Last edited by Nemo on 22 Mar 2006, 23:50, edited 1 time in total.
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smoth
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Post by smoth »

Nemo wrote:Smoth, I'm talking weapons range, which is measured in weapon .tdfs in OTA pixels.

I read your thread, and even posted in it just now.

Unless you can tell me an exact conversion for weapon range units to elmos, and then elmos to footprint size, you're not helping me.

At any rate, I'm close to figuring it out just by measuring.
(1)weapon range unit = (1)elmo = (16)footprint size
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Nemo
Spring 1944 Developer
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Post by Nemo »

Thank you. I wasn't sure that OTA pixels and game units were the same as elmos, but with the measurement I just made, they are - I got 16.47 weapon range units per footprint side, or 5.84 weapon range units per AATA unit meter.

Of course, AATA unit meters only have meaning in AATA, but I had to write it down somewhere so I didn't forget.
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smoth
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Post by smoth »

cool, I am glad my measurements were pretty close. do you mind if I can get a copy of the AATA measurements? I would like to see what the size difference will be for the features thread.

*edit*
Actually as far as ota game units I am still not sure... movement rates are in "units" a second and I have had a hard time gauging if an OTA unit(for movement) was equal to a footprint. I only know that those magical mystical grid coordinates are called elmos and they can be related to footprint size for conversions :P
*edit*
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FLOZi
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Post by FLOZi »

The F1 pic in OTA converted the units FBI MaxVelocity to m/s.

And 1 AATA m = 2 unit in any modelling program you wish = 2 3do units

or some such.
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smoth
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Post by smoth »

f1?
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Weaver
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Post by Weaver »

Yes mouse over a unit and press F1 to see popup like this.
Image
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AF
AI Developer
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Post by AF »

a 1x1 footprint is the increment used pretty much everywhere in spring.

Otherwise the actual scale, reflected in co-ordinates and the position of the mouse and untis etc... rather than their footprint, is 8x8.

1 GAME_SQUARE = 1 footprint = 8*8, and that 8*8 is made of the smallest untis used within the game engine. These are the same units used for th camera code, unit positions, weapons/projectiles, collisions, mouse positions, command parameters etc.

thus if there are 16 elmos in a footprint then each elmo is 0.5 pixels wide and 0.5 pixels long
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