Page 1 of 1

Object Scales (3ds Max)

Posted: Mon Apr 20, 2009 4:50 pm
by xXxDimmuBorgir13xXx
So, awhile back I made a topic cause I couldn't get my object's in game, or with a texture, well I finally got that to work, but now Im havin trouble finding a good scale for my objects.I made a house, and some boxes, but the house is way too small, and the boxes are way to big.Can anyone tell me some common sizes for objects, and also how I can scale them or, if I need to keep doing what I'm doing by guessing, and scaling in 3ds Max.

thanks :)

Re: Object Scales

Posted: Mon Apr 20, 2009 5:09 pm
by Fiodis
This thread may be better placed in the 3D Modelling forum; you'd find a bit more help there with modelling issues.

One square, in XSI, is one meter. Not sure about 3ds max. I have no idea what you mean by "common sizes for objects," since "objects" is so general a term. What's good for one house may violate the laws of physics in another.

As a note, you can easily alter the size of your meshes without having to re-export, either by hex-editing it or making a msh.option file with a scale parameter thrown in, take a look at the Msh section of the FAQ thread here. The msh.option is by far the easiest if you only plan on little adjustments; if you shrink or stretch too much via msh.option the texture becomes invisible.

Re: Object Scales

Posted: Mon Apr 20, 2009 5:13 pm
by xXxDimmuBorgir13xXx
Fiodis wrote:This thread may be better placed in the 3D Modelling forum; you'd find a bit more help there with modelling issues.

One square, in XSI, is one meter. Not sure about 3ds max. I have no idea what you mean by "common sizes for objects," since "objects" is so general a term. What's good for one house may violate the laws of physics in another.

As a note, you can easily alter the size of your meshes without having to re-export, either by hex-editing it or making a msh.option file with a scale parameter thrown in, take a look at the Msh section of the FAQ thread here. The msh.option is by far the easiest if you only plan on little adjustments; if you shrink or stretch too much via msh.option the texture becomes invisible.
Ah thank you, I will just probably make a .option file for them then :). I ment like..for moddellers on here, what are the scales they have used on objects like houses or boxes, when they have made models for the game.For yhe box in 3dsmax I can most likely change it around, and make it 1 box = 1 meter.

Thanks again for for the help ^_^

Re: Object Scales

Posted: Mon Apr 20, 2009 9:46 pm
by AceMastermind
Just import psych0fred's unit_template_beta into your scene for size reference, that's really all you need.

Re: Object Scales

Posted: Mon Apr 20, 2009 10:35 pm
by xXxDimmuBorgir13xXx
AceMastermind wrote:Just import psych0fred's unit_template_beta into your scene for size reference, that's really all you need.
Not to sound mean or anything, but that didn't help...
Im not working in XSI, Im in 3Ds Max, and..not making units, now I understand if you were trying to get me to use the trooper pic in that folder, and work around it (ex. make the building taller, and longer) , but unno...I was just looking for some specific information on say, how tall some of the buildings/units are in game.

Re: Object Scales

Posted: Mon Apr 20, 2009 11:03 pm
by AceMastermind
xXxDimmuBorgir13xXx wrote:Im not working in XSI, Im in 3Ds Max, and..not making units...
It doesn't matter what application you're working in or if you're "not making units", just Crosswalk the model into 3ds Max for size reference, you can use it to get weapons, props, buildings, ships, etc an appropriate scale then record your own specific information for future projects.
xXxDimmuBorgir13xXx wrote:...now I understand if you were trying to get me to use the trooper pic in that folder, and work around it (ex. make the building taller, and longer)
No, I wasn't
xXxDimmuBorgir13xXx wrote:...I was just looking for some specific information on say, how tall some of the buildings/units are in game.
See my reply under the first quote...

Hidden/Spoiler:
Image