Why scale is important. - Page 3

Why scale is important.

Discuss maps & map creation - from concept to execution to the ever elusive release.

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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

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.
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Nemo
Spring 1944 Developer
Posts: 1376
Joined: 30 Jan 2005, 19:44

Post by Nemo »

*bump because I have a relevent topic*

Well, they don't fit cleanly because the scale is just how things relate to each other. I could double the size of every model in XTA, and adjust footprints accordingly, and it would be the same game. The conversion to imperial or metric depends on the scale of the mod (assuming it was built with real life measurments in mind).

Anyways: have you done any of this work with weapons? Weapon ranges are measured in OTA pixels, but that serves rather poorly for Spring, and I'm trying to scale my weapons based on 1) real life values and 2) the units themselves. What I'm looking for is a number of OTA pixels (or weapon range units) per side of a 1x1 footprint so I can turn my real life value for footprint side length (using a 1.8m tall infantry for reference) into a weapon range.

Thanks.
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Dragon45
Posts: 2883
Joined: 16 Aug 2004, 04:36

Post by Dragon45 »

Just wanted to say...


WD infantry are on steroids!

*leaves
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Nemo
Spring 1944 Developer
Posts: 1376
Joined: 30 Jan 2005, 19:44

Post by Nemo »

for anyone else curious, the magic number is 16. 16 weapon range units per 1x1 footprint side, so if you can put footprints into a measurement scale based on your mod, then you can scale weapons accordingly.
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