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Scale down when export to X file?

 
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spacefractal
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Joined: 21 Jun 2005
Posts: 24

PostPosted: Sun Jan 15, 2006 8:58 pm    Post subject: Scale down when export to X file? Reply with quote

Hi Deled forum.

We have now developed my vector based game, and now begin to look something good, but we have never got the issue about the objects.

All objects (we have created alots, about 100 of them) is too big, but when we tried to use the export funktion, it can only scale up, but not down. I dosent scale them manually, because it take hell along time, so we looked on the export function intead.

How can I use a number like -32 (scaling down 32 times when export to x file)?
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Jeroen
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Joined: 07 Aug 2004
Posts: 5332
Location: The Netherlands

PostPosted: Sun Jan 15, 2006 9:44 pm    Post subject: Reply with quote

Actually, the export function can scale down too. You can use numbers between 0 and 1 to scale your objects down. For example, if you use 0.5 as a scale factor, your objects will become twice as small. All you need to do is calculate an appropiate scaling factor, suitable for your purposes. Let us know if this helped!
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spacefractal
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Joined: 21 Jun 2005
Posts: 24

PostPosted: Sun Jan 15, 2006 10:42 pm    Post subject: Reply with quote

IT seen it works, but 0.03125 (32 factor, yes the objects is really really big) is not a great number to remember, but Ctrl-V do not work on that field.

This is why -32 is lots eaiser to remember (that could be calculated by 1/abs(-32) (or so on) by deled, before exporting.

A another (tiny) problem in export, it never remember the last dir path, but allways use the default path.
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Paul-Jan
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Joined: 08 Aug 2004
Posts: 3066
Location: Lage Zwaluwe

PostPosted: Mon Jan 16, 2006 6:21 am    Post subject: Reply with quote

I kinda like the "-" denotation for scaling things down. Any reference programs you got that idea from? If it's some sort of a standard I think I'd like to see it implemented in most of our exporters too.
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spacefractal
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Joined: 21 Jun 2005
Posts: 24

PostPosted: Thu Jan 19, 2006 8:20 pm    Post subject: Reply with quote

This is mainly bacause I diddent think between 0/1 scaled down thing (like 1 is same as 100%).

I guess -32 is not standard, so it could just computed, before launched by export to get the real value (it just a one if line to doing that).

This was a simple idea, when I tried to scale down you whole very big objects (so big, that Z-Buffer diddent like it, cripped of).
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Paul-Jan
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Joined: 08 Aug 2004
Posts: 3066
Location: Lage Zwaluwe

PostPosted: Fri Jan 20, 2006 6:20 am    Post subject: Reply with quote

*lol* The amount of code is kinda irrelevant, the question is whether it is the expected behaviour by the user. Like the idea for it's convenience though.

About the size of the objects: size is relative, as are the z-buffer settings. It's all just a trade-off: If you set the z-buffer to a large range, too small objects will display z-fighting artifacts.
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spacefractal
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Joined: 21 Jun 2005
Posts: 24

PostPosted: Fri Jan 20, 2006 3:49 pm    Post subject: Reply with quote

About the Z-Buffer, I know..

The block objects was about 4096 units and was made with "grid enabled" (snap to) with 64 units in size. Since the game is a pure vectorbased game (look such a old Amiga/386 PC game), it scaled down to 128 units instead without any problems.

It sorted out all Z-Buffer problem (only tested with one cornor object (it a cargame)).

I put my project in the project forum, when I im going to make the car phycics thing. The level editor is almost finished (at the least, it works fine, but missing some thing).

The game was made with using Deled and Dark Basic (I have a paid version of it, wich is why I stick with it, so the downside the game require DirectX9).

PS. Can you change my username to "spacefractal" (no spaces)? [EDIT]Thanks. This was a fast response Smile, have changed the password again. [/EDIT]
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