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Forum: All Forums : General Gaming Topics
Category: General Modeling
General chat about modeling and animation.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: Measurment in Milkshape or Lightray 3D
The_Grass
General Member
Since: Apr 13, 2004
Posts: 30
Last: Oct 30, 2005
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Level 2
Category: General Modeling
Posted: Sunday, Feb. 27, 2005 04:17 pm
I hope I can explain my Own question ?

If I make a model for Call of Duty , what are then the measurements in a moddelingprogram like Milkshape or Lightray3d ?

I had make a Model for Call of Duty ,the Tellermine from the Tutorial from this site.

Well when I have done everything and the model showed up in game it was very very small so I had to recale it and that was beter, but I want to make it at the right scale in Milkshape or Lightray3d ?

( I could rescale it in radiant but I want to make it in Milkshape or Lightray3d at the right measurements )

Hope you understand my question , I hope I could explain my question a bit.

Thx


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StrYdeR
General Member
Since: May 11, 2004
Posts: 11671
Last: Oct 7, 2021
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Level 10
Admin
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Im a HOST of MODSonair
Category: General Modeling
Posted: Sunday, Feb. 27, 2005 04:21 pm
hmmm....
i would say that you will need to experiment with that

if you had to (for example) double the size of the tellermine in the map editor, then use that as a reference on how far out of scale you were

another way would be to import one of the models into the editor (i believe we are supplied an actor model) and use that as a scale reference [angryalien]
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birritan
General Member
Since: Oct 26, 2004
Posts: 270
Last: May 14, 2006
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Level 5
Category: General Modeling
Posted: Sunday, Feb. 27, 2005 05:15 pm
stryder has the best solution

When I'm building models for maps I always scale them to a character model. I good tip is if your going to make custom characters, load in a model from the ga,e your going to make the character for and take a render of the front and side. then load the images in and apply them to a plane so you can use them to help model...but before you begin scale the images on the plane so they match exactly the model then delete the model and begin working.

You'll find your end product will be the correct scale, and you can use those image planes again and again.

Hope thats a good tip for you.

marcus
www.blacktreeuk.net
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The_Grass
General Member
Since: Apr 13, 2004
Posts: 30
Last: Oct 30, 2005
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Level 2
Category: General Modeling
Posted: Sunday, Feb. 27, 2005 06:02 pm
StrYdeR writes...
Quote:
hmmm....
i would say that you will need to experiment with that

if you had to (for example) double the size of the tellermine in the map editor, then use that as a reference on how far out of scale you were

another way would be to import one of the models into the editor (i believe we are supplied an actor model) and use that as a scale reference [angryalien]



OK that's a great tip and I will use that one a actor and then the scale of a actor.
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The_Grass
General Member
Since: Apr 13, 2004
Posts: 30
Last: Oct 30, 2005
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Level 2
Category: General Modeling
Posted: Sunday, Feb. 27, 2005 06:06 pm
birritan writes...
Quote:
stryder has the best solution

When I'm building models for maps I always scale them to a character model. I good tip is if your going to make custom characters, load in a model from the ga,e your going to make the character for and take a render of the front and side. then load the images in and apply them to a plane so you can use them to help model...but before you begin scale the images on the plane so they match exactly the model then delete the model and begin working.

You'll find your end product will be the correct scale, and you can use those image planes again and again.

Hope thats a good tip for you.

That's a great one , so first make it on the right scale and then you could use it again and again at the right scale.

I got it Thx birritan :)

marcus
www.blacktreeuk.net

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The_Grass
General Member
Since: Apr 13, 2004
Posts: 30
Last: Oct 30, 2005
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Level 2
Category: General Modeling
Posted: Thursday, Mar. 24, 2005 01:17 pm
Well here i am again ,
Why can i not use the grid in lightray3d just like in codradiant ( I need that grid ) ?

Example ( Lightray3D ) ; if i make a cube and trying to fit it on the grid and my grid is then it does not fit on the grid ?

Example ( Codradiant ) ; If i make a brush and fit it on the grid it fit's perfectly on the grid .

Example ( Milkshape3D ) ; If i make a box and fit it on the grid it fit's perfectly on the grid .

Why not chancing to Milkshape3D I have pay'd for Lightray3D !


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birritan
General Member
Since: Oct 26, 2004
Posts: 270
Last: May 14, 2006
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Level 5
Category: General Modeling
Posted: Thursday, Mar. 24, 2005 09:20 pm
hmm

Janova is the guy to talk to about milkshape, I'm a Max/Maya man

Marcus
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The_Grass
General Member
Since: Apr 13, 2004
Posts: 30
Last: Oct 30, 2005
[view latest posts]
Level 2
Category: General Modeling
Posted: Sunday, Mar. 27, 2005 10:20 am
birritan writes...
Quote:
hmm

Janova is the guy to talk to about milkshape, I'm a Max/Maya man

Marcus



Ok I wait for Janova :)
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The_Grass
General Member
Since: Apr 13, 2004
Posts: 30
Last: Oct 30, 2005
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Level 2
Category: General Modeling
Posted: Tuesday, Mar. 29, 2005 08:27 pm
If this ( Above ) is a dumb question pleasy say it then , then I must find another solution for mmy own problem.

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birritan
General Member
Since: Oct 26, 2004
Posts: 270
Last: May 14, 2006
[view latest posts]
Level 5
Category: General Modeling
Posted: Tuesday, Mar. 29, 2005 09:19 pm
LOL

Janova's a busy guy (arn't we all) it might be worth posting it on doom3world.org or even a milkshape forum

Marcus
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