<div class="IPBDescription">Did I already ask this?</div> I can't remember if I already posted this and I just can't find it now or what... anyway, how can I convert units in VHE into feet and / or inches?
<!--QuoteBegin--Windelkron+Dec 5 2003, 09:43 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Windelkron @ Dec 5 2003, 09:43 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> feet and inches are evil, philistine. use metric.
for example: 5.5 feet is 5'6"... while 5.5m is 55 dm is 550 cm is 5500 mm .....
as for the question, I have no idea. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Me likes the American Standard <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
<!--QuoteBegin--KungFuDiscoMonkey+Dec 5 2003, 10:15 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (KungFuDiscoMonkey @ Dec 5 2003, 10:15 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I thought it was supposed to be close to one unit = one inch. Seams like I read that somewhere. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> I'll try that, thx Monkey.
Let us know when you figure it out, I have a building at the University that I want to use as a base for a fun or combat map and would like to get the right size
Sorry, you cant convert units to inches / cm. It was discussed, but if you look at the models and try to convert it, they are rather wierd. I cant remember exactly, but to convert it, you have to use a different scale for height and width/length. Just something with the engine/models and textures. Go over to the valve erc or whatever its called now. They discussed this in depth and decided it couldnt really be done well.
Height is approximately 1 unit = 1 inch (which makes everyone about 6 feet tall).
However width is on a different scale... even if you work this out, building things "to scale" doesn't really work and will look weird. It's much better to just judge things by eye to ensure that they look right.
<!--QuoteBegin--[watch.me.die]+Dec 6 2003, 12:03 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> ([watch.me.die] @ Dec 6 2003, 12:03 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Height is approximately 1 unit = 1 inch (which makes everyone about 6 feet tall).
However width is on a different scale... even if you work this out, building things "to scale" doesn't really work and will look weird. It's much better to just judge things by eye to ensure that they look right. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Yep -- the player's clip box is half as wide as he is tall... for most humans that'd mean a torso almost three feet wide, or double actual human dimensions. Since the player's clipping is so far off, everything else doesn't scale right, either.
<!--QuoteBegin--Belgarion+Dec 6 2003, 01:22 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Belgarion @ Dec 6 2003, 01:22 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> .... well that's retarded <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> According to a FAQ I can't place at the moment, Valve supposedly is using a 1:1:1 aspect ratio for Half-Life 2, fixing the problem for the next generation of mods. Part of the issue is the need to keep player models' arms from clipping into the walls -- the clip box has traditionally included all of the area that a player's limbs could swing into.
The problem was actually even worse for Quake 1 -- Half-Life uses players that are 72 units tall and 32 units wide; Quake 1 used 64 units tall by 32 units wide.
SO the width and hight are not the same, we have the idea that hight is a 1 to 1, but width is different. I am 6 ft tall, so about the size of Freeman. From accross the shoulders I am 22 inches, or almost 2 feet. For simplisty, lets say Freeman is normally 2 ft wide. Now this leaves us a foot off. Now I know his HEV suit is not skin tight. It is a large metal suit with padding and sensors ment to protect the user in very hostile enviroments (we will ignore the fact that radation and stuff hurts Freeman because he is not wearing the helmet). Lets just say the suit about 1 thick with padding and equipment. This would add up to 2 inches on to each arm and 2 inches to the torso, or about 1/2 foot. I do not hink this is an unreasonable assumtion, just look at the picture of him in the HEV. Anyways, this would put him at 2 1/2 foot wide (30 inches). Now, on to a real world door. The door to my room is 81 inches high by 30 inches wide. I would think someone in an HEV suit would have a hard time getting in through it, it is small. He would propably have to turn sideways to get into my room (which is not programed into the game). So basically, I think the 1 to 1 to 1, while not perfect, is very close. I say that the hight is 1 inch/unit while width could be as much as 1.1 inches/unit (or 1.0666666... to be exact). A little playing around and I think we could find the exact numbers.
[Edited to fix a wrong number (Though 36 instead of 32)]
Comments
for example: 5.5 feet is 5'6"... while 5.5m is 55 dm is 550 cm is 5500 mm .....
as for the question, I have no idea.
for example: 5.5 feet is 5'6"... while 5.5m is 55 dm is 550 cm is 5500 mm .....
as for the question, I have no idea. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Me likes the American Standard <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
...Does anyone know?
~ DarkATi
I'll try that, thx Monkey.
~ DarkATi
EDIT* Thx anyway Monkey. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
~ DarkATi
gl.
However width is on a different scale... even if you work this out, building things "to scale" doesn't really work and will look weird. It's much better to just judge things by eye to ensure that they look right.
However width is on a different scale... even if you work this out, building things "to scale" doesn't really work and will look weird. It's much better to just judge things by eye to ensure that they look right. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Yep -- the player's clip box is half as wide as he is tall... for most humans that'd mean a torso almost three feet wide, or double actual human dimensions. Since the player's clipping is so far off, everything else doesn't scale right, either.
According to a FAQ I can't place at the moment, Valve supposedly is using a 1:1:1 aspect ratio for Half-Life 2, fixing the problem for the next generation of mods. Part of the issue is the need to keep player models' arms from clipping into the walls -- the clip box has traditionally included all of the area that a player's limbs could swing into.
The problem was actually even worse for Quake 1 -- Half-Life uses players that are 72 units tall and 32 units wide; Quake 1 used 64 units tall by 32 units wide.
[Edited to fix a wrong number (Though 36 instead of 32)]