b3d world scale

Blitz3D Forums/Blitz3D Programming/b3d world scale

Joss Adley(Posted 2008) [#1]
I'm exporting modular geometry pieces out of 3dsmax (corridors, rooms etc, using max units set to metric, with the intention of snapping them together in b3d to make random 3D dungeons.

But..i have no idea what blitz's internal world scale is based on so there is no way I can position the pieces correctly. Does blitz use a scaling measurement system shared by 3d modelling apps or is it some completely arbitrary system?

Can anybody help?


D4NM4N(Posted 2008) [#2]
Arbitrary yes, but its *Usually* logical:
1 "unit" in a 3D program might be anything in b3d "3D Units". ie; 1:0.1 , 1:1 , 1:10 or 1:100 but i have never encountered something weird like 1:2.34

A simple way of testing is to make a small cube in max scaled to exactly 1M cubed (thats a Meter, not a Mile!:), export it and mesure it in blitz using meshwidth. From this result you can create an accurate scale factor for scaling your world 1:1 to match the 3D app.

A B3D 3DU can be anything you like but I reccomend scaling 1 meter to 1 blitz unit. (I would use this for an RPG or FPS but of course it depends on the style of game.)


Beaker(Posted 2008) [#3]
It is arbitrary, but it is common to use:
1 metre = 1 blitz unit


Joss Adley(Posted 2008) [#4]
"A simple way of testing is to make a small cube in max exactly 1M cubed, export it and mesure it in blitz using meshwidth. From this result you can create an accurate scale factor for scaling the world 1:1."

Yup, that should do it :) thx!


xtremegamr(Posted 2008) [#5]
This is a little off topic, but how to you snap meshes together in the first place?


D4NM4N(Posted 2008) [#6]
By "snapping" do you mean actual 'welding' (where 2 vertices become 1, joining the meshes into one object) or matching vertex coords (so they 'fit' together exactly but are still separate objects)?

If you mean how do you make them in the first place then:
http://en.wikipedia.org/wiki/3D_modelling
Personally I use & reccomend:
http://www.blender.org (very powerful and free, but complicated at first.. see tutorials section)
http://www.wings3d.com/ (free and uncomplicated, a good prog for an introduction to modelling)
http://www.inivis.com/ (not free but reasonably priced and fairly easy to use)


Xaron(Posted 2008) [#7]
But you should know that if you create a standard cube with BlitzBasic (CreateCube()) it has the dimensions: -1,-1,-1 <-> 1,1,1

So it would have the size of 2. ;) You will see that if you create a cube with Cinema4d and compare it with the cube of BB3D. It will be half sized...

Regards - Xaron


D4NM4N(Posted 2008) [#8]
(Thats why you need to do what i suggested in me first post ;).


Rroff(Posted 2008) [#9]
I usually go along with the quake 3 like scale where ~32 units is 1 meter. Seems to work for me.


Wings(Posted 2008) [#10]
I aldready done this in blitz3d. using milkshape :)

And no you cant scale your Parts in blitz3d as there will be dark lines.

I recomend scale the parts before export to b3d format. thats how i solved it.

in fact dont scale it.. :)


D4NM4N(Posted 2008) [#11]
And no you cant scale your Parts in blitz3d as there will be dark lines.
eh?


Ginger Tea(Posted 2008) [#12]
I usually go along with the quake 3 like scale where ~32 units is 1 meter. Seems to work for me.


years ago some guy made this good looking level (maybe in maplet) but looking at it from afar his warehouse would be titchy compared to some of the real ones ive worked in


Chroma(Posted 2008) [#13]
To allow for easy physics calculation and mesh scaling from a modeler...i use 1 blitz unit = 1 meter.