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Simple House
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DreamBliss
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Joined: 03 Dec 2012
Posts: 36
Location: Lost on the Way

PostPosted: Fri Dec 07, 2012 1:53 am    Post subject: I really like your work! Reply with quote

Those houses are really cool! I've grabbed them all and your tutorial. Will read it later. Going to get away from the computer for a while. Eyes hurt. Very tired. Stayed up too late last night.

Hey if you ever decide to venture into the land of Sandbox:
http://www.sandboxgamemaker.com/

I would like to see a tutorial showing how to make a model In DeleD for a level and how to import it.

But just getting some idea as to how to use the OBJ exporter would also be a big help.

If you have used or use some other free GCS (Game Creation System) and want to do an import/export tutorial for that I'm all ears! Or rather eyes I guess, since we're on the internet... I just chose Sandbox because you can make caves and tunnels!

Hey keep up the good work!
- DreamBliss
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AWM Mars
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Joined: 06 Jan 2010
Posts: 1195
Location: Wilts England

PostPosted: Fri Dec 07, 2012 12:11 pm    Post subject: Reply with quote

From my limited experience, you have two scales in virtual environments. Model and World. Primarily, they use different measurement bandwidths (decimal places) linked to resolution. Model (or Model Space as it was fist called in AutoCad) has measurement resolutions that can go down to 1000/millimetre, whereas World (or Paper Space as it was originally called in AutoCad), has resolutions that allow you to create a universe, but little/no decimal point resolutions. Paper Space was an environment used to print scaled drawings from full size models created in AutoCad. Printer resolution is inherently much lower than screen resolution, given pen plotters as the media.

LOD (Level Of Detail) takes care of the resolution changes, when you 'zoom in' to a Model within an World environment and in Virtual Reality, it is more about Pixel resolution, than RW (Real World) measurement. The translation between actual measurement and rendered perception, is a 3D translation of pixel coordinates on a 2D screen. A trick of the eye if you will.

When you export a Model, you have to make sure its scale properly matches the World scale, some importers assume your model matches the world scale, hence why your models are so big. For collision engines to function correctly, it is far better to have the models rendered without its scale modified, as it adds another permutation to the equations. If you must scale, make smaller and scale up, not down. This maybe due to the way multiplication and division is handled by the CPU, dividing causing greater decimal places than multiplication, perhaps causing greater misalignments with the collision mesh.
If your models are too big, simply choose a smaller scale in the OBJ exporter window, or rescale your model in DeleD (without saving) and export, then click undo, to regain its original size.
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DreamBliss
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Joined: 03 Dec 2012
Posts: 36
Location: Lost on the Way

PostPosted: Sat Dec 08, 2012 12:48 am    Post subject: I think you meant that for my thread :P Reply with quote

I have not messed with the scale. I am still determined model scale VS Sandbox world scale. Thank you for your advice, it is appreciated and I will certainly take it Very Happy
- DreamBliss
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