Displaying Models (newbie)

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3 comments, last by voodoo_bluesman 22 years, 7 months ago
Hey fellas, I''m planning on using Milkshape3D as my modeling program (I have to learn it first, hehe), and I had a question regarding displaying models and there size. Here''s my setup - I want to creat a tiled world with each tile being 1.0f along x and z (or y, just depends on how you look at it). The point is, how do I know how big to make my models? I don''t want to have to worry about them being to big. Any info is appreciated, Voodoo Bluesman
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Hey,

(This post will be OpenGL Specific so if your not using that, then skip it )

The first thing i would try is loading them like this.



// Init
model.Load("data/model.ms3d");

// Render
glScalef( 0.1f, 0.1f, 0.1f );
model.Render();



See how that comes out, and adjust the glScale(); accordingly

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Thanks for the reply. I thought about doing that - but how can I adjust in real-time? This is ignorant since I haven''t even used Milkshape, but does it have some kind of appropraite scale system? If I make a box model, then a NPC, I don''t want them being the same size - you know what I mean?

--Voodoo Bluesman
Don''t resort to scaling like that... When milkshape stores the vertices for your models, it will store the coordinates as they have been modeled. When you create primitives, you scale them to whatever size you want. In milkshape, you can just make everything whatever size you want, as long as you do things in good sizes relative to each other. Like, you can say (for purposes of real world scaling) that each unit in milkshape and OpenGL is 1 foot in the real world. Then if you want a 2 foot cube box, make a box 2 units on a side.

I hope this made sense..
Thanks so much for the info - it all makes a lot more sense now.

--Voodoo Bluesman

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