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Editing Utility Talk:Obsidian/Art

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How should we determine what scale the models should be set to?
 
How should we determine what scale the models should be set to?
  
I was thinking that we could take the single largest object in the game that fits into one square (or one character on the screen), then decide many units that is in 3D, and then use that scale for everything else.  So, like, 1 unit in 3D = _____ meters.  Otherwise, we could end up with a chair that is the same size as a whale shark. --[[User:Crunch|Crunch]] 16:44, 11 June 2010 (UTC)
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I was thinking that we could take the single largest object in the game that fits into one square (or one character on the screen), then decide many units that is in 3D, and then use that scale for everything else.  Otherwise, we could end up with a chair that is the same size as a whale shark. --[[User:Crunch|Crunch]] 16:44, 11 June 2010 (UTC)
  
 
* It won't work that easily. Unfortunately, when it comes to creatures and items, DF is not consistently scaled. For example, you can have more than one 100ft dragon fit in a single 10ftx10ftx10ft cube, along with say, 500 barrels. We'll need to come up with an alternative solution for creature/items. The only real scale value we need to nail down is the height-to-surface aspect ratio (call it R). Since tile surfaces are square, our x:y aspect ratio is 1. That means we can safely set our x and y rendering units to be 1 as well. If we choose R to be 2 (i.e. cells are twice as high as they are wide and long), then we must scale models so that if their boundary box is (-0.5, -0.5, 0) to (0.5, 0.5, 2) (I think a local tile origin placed in the center of the floor will work well) they will fill a cell completely. The value of R will determine how stretched the architecture/models will look along the Z-axis. I recall reading a thread somewhere on the forum about what the right R should be, but I can't recall where. If a consensus was reached, we should use that R, otherwise grab one from VF or determine the best one ourselves. [[User:Skeggox|No fort is complete without magma... and water... and then some FUN.]] 19:58, 11 June 2010 (UTC)
 
* It won't work that easily. Unfortunately, when it comes to creatures and items, DF is not consistently scaled. For example, you can have more than one 100ft dragon fit in a single 10ftx10ftx10ft cube, along with say, 500 barrels. We'll need to come up with an alternative solution for creature/items. The only real scale value we need to nail down is the height-to-surface aspect ratio (call it R). Since tile surfaces are square, our x:y aspect ratio is 1. That means we can safely set our x and y rendering units to be 1 as well. If we choose R to be 2 (i.e. cells are twice as high as they are wide and long), then we must scale models so that if their boundary box is (-0.5, -0.5, 0) to (0.5, 0.5, 2) (I think a local tile origin placed in the center of the floor will work well) they will fill a cell completely. The value of R will determine how stretched the architecture/models will look along the Z-axis. I recall reading a thread somewhere on the forum about what the right R should be, but I can't recall where. If a consensus was reached, we should use that R, otherwise grab one from VF or determine the best one ourselves. [[User:Skeggox|No fort is complete without magma... and water... and then some FUN.]] 19:58, 11 June 2010 (UTC)

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