What are say, the size of a player or a door way?
Is there a guide about such distances, like how tall for the 1st floor, or how high does a player jump?
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measurements of things
#2
Posted 01 October 2016 - 02:34 AM
Gretzy, on 01 October 2016 - 01:51 AM, said:
What are say, the size of a player or a door way?
Is there a guide about such distances, like how tall for the 1st floor, or how high does a player jump?
Is there a guide about such distances, like how tall for the 1st floor, or how high does a player jump?
The players are about 183 cm tall. There are some measurements in this thread. Basically you want to build everything to real world scale to make it look correct. Though, for better gameplay you usually want a bit wider and taller doorways, so multiple people can jump through at the same time.
In reality, iirc a "normal" ceiling height is about 260 - 280 cm. You can guess a buildings height by adding roughly 3 m per level. For specific sizes of doorways, building ceiling heights, etc. consult google. :)
Have a happy day! :)
#3
Posted 02 October 2016 - 04:25 AM
Relative scaling is a rather interesting subject.
A simple test based on a vis based environment (aka built to real world scale)
Some interesting comments
All of our player models will be based on the use of the Genesis 3 model that is referenced at Daz Studio world scale of all G3 models being measured at 1 unit = 1 cm that translates to characters being 6 feet tall and as a reference the character tends to look bigger by comparison relative to objects built to real world scale.
For the most part I suspect this to be a problem of lack of FOV between the limitation of screen resolution as compared to the much wider real world field of view of the average human vision.
Long way of saying is making objects bigger until it looks right lands up looking better and a lot more natural even though it's not.
Film has the same problems as to limited FOV and relative scale as well.
A lot of weapon swapping going on and more so on close up
A simple test based on a vis based environment (aka built to real world scale)
Some interesting comments
All of our player models will be based on the use of the Genesis 3 model that is referenced at Daz Studio world scale of all G3 models being measured at 1 unit = 1 cm that translates to characters being 6 feet tall and as a reference the character tends to look bigger by comparison relative to objects built to real world scale.
For the most part I suspect this to be a problem of lack of FOV between the limitation of screen resolution as compared to the much wider real world field of view of the average human vision.
Long way of saying is making objects bigger until it looks right lands up looking better and a lot more natural even though it's not.
Film has the same problems as to limited FOV and relative scale as well.
A lot of weapon swapping going on and more so on close up
doing "stuff" with dead things.
#4
Posted 02 October 2016 - 05:20 AM
You might want to avoid indoor regions in general, other than large halls and such. :) Our players are essentially racing cars which need some room to manoeuvre.
If you must do indoor areas, throw realism out the window and make sure everything is large and roomy.
If you must do indoor areas, throw realism out the window and make sure everything is large and roomy.
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