Scale Ratio - Magic:Starshatter

Starshatter: The Gathering Storm extends the classic space sim by combining fighter and starship combat in a single dynamic campaign game.
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Furyofaseraph
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Scale Ratio - Magic:Starshatter

Post by Furyofaseraph »

Okay, i want to take a try at Realistically scaling my ships - i know its not recommended, but i want to give it a shot.
Here is my question.

My Scorpion, in Magic is 475 Units long.
If in the DEF i scale it at "1.0"
How many METERS is the ship in game?

in other words, what is the scale ratio between Magic and Starshatter.
"May thy blade chip and shatter"
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Furyofaseraph
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RE: Scale Ratio - Magic:Starshatter

Post by Furyofaseraph »

Okay Phaegey helped me out and clarified things.

BUT, there is another problem.
I have everything scaled correctly in Max, and whenever i import a model into Magic it rescaled to be 475MagicUnits long.

Is there a way to import OBJs or 3DSs without them being rescaled?
"May thy blade chip and shatter"
turgotZ
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RE: Scale Ratio - Magic:Starshatter

Post by turgotZ »

you amy want to keep this in mind when it come scaling models

"Magic units are arbitrary. You can use 1 Magic unit = 1 meter if you want to. Or you can use any other scale factor you want. When you load the mesh into the game engine, there is a scale parameter which converts Magic units into game units (the game engine uses meters). If you modeled your ship with the assumption that 1 unit is 1 meter, then set the scale factor to 1 in the ship.def file.

For gameplay reasons, I have designed the standard ships quite a bit larger than actual size. The fighters are about four times the expected size and the starships are more than twice the expected size. This is done to keep the ships visible at greater distances. Otherwise, you end up looking at little dots all the time, and what fun is that?
"
--milo
http://www.starshatter.com
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