Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

FPSC Classic Product Chat / Inserting your own 3D objects (size Question)

Author
Message
Dragonslayer
21
Years of Service
User Offline
Joined: 4th Nov 2003
Location: New Lenox Illinois U.S.A.
Posted: 17th Dec 2005 18:42
I know how to get the 3D objects into FPSC but When I do they are very small. Is there a certin size to scale them to or do you just have to play around with it until you get it right?
=ChrisB=
19
Years of Service
User Offline
Joined: 23rd Jun 2005
Location: starring into a viewfinder
Posted: 17th Dec 2005 19:45
look for the "scale" command. if it isnt there (oh, yea, in the FPE file) If it isnt there, add this

to the FPE file.


Hope this helps

Are you about to rock?

Then [b]I SALUTE YOU!!!
Jason Webb
19
Years of Service
User Offline
Joined: 2nd Nov 2005
Location: Southampton, UK
Posted: 18th Dec 2005 15:45
@dragonslayer

I personally take an FPSC grid cube as being 100x100x100 inches. I
know some people have claimed that a grid cube is 3 metres but I've
done my own calcs (which I'm prepared to share if anyone cares) and
100 inches (2.54 metres) seems the more realistic value.

Therefore when I make a model in Gamespace or Ultimate Unwrap 3D
I use inches as my units, then using a value of "Scale = 100" in
the FPE file everything comes in at a realistic size.

I would strongly suggest sizing your models to a realistic size in
your model program and try and keep all the "scale=" values in your
FPE files the same. That way you know that everything in your game
is scaled correctly and that all entities will look consistent
when placed next to each other.

The practice of experimenting with the "scale=" value and trying to
size something by eye can obviously be done but I think that
sometimes the perspective effects of the FPSC view can make it
difficult to accurately do unless you have several reference models
around it to try and size it to.

Just my opinion, but I like to think that time saved on "trial and
error" scaling is valuable extra time to be spent on texture mapping,
an area that so often seems to be overlooked or underestimated.

Best Regards

Jason

Owner - Music Genius Publishing
http://www.musicgenius.co.uk
foleypro
19
Years of Service
User Offline
Joined: 3rd Jun 2005
Location: Tacoma Washington USA
Posted: 19th Dec 2005 05:54
I use trueSpace6.6 and that is the same here for me...Now take the Burned out Farm building it comes into tS66 at x=320.00/y=243.738/z=230.00..

As Always B3D....www.fnggames.com

someonerules
19
Years of Service
User Offline
Joined: 12th Oct 2005
Location: In your closet.
Posted: 21st Dec 2005 05:32
hmmm i tried all this...for some reason it didn't work...

Login to post a reply

Server time is: 2024-11-24 03:37:37
Your offset time is: 2024-11-24 03:37:37