Product Chat / Measurements within GameGuru

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MIVEC
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Joined: 2nd Mar 2015
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Posted: 20th May 2015 17:07
Hi, this is my first post, and i wanted to start a discussion on how to do measurements within game-guru,
Right now i cant find a tool or a setting that will show me the scene measures, and i understand that maybe this product is not designed for architectural
visualization for instance, or something else that require precise measurements, but what im searching is at least for some sort of feedback from other users. I understand the artistic and free enviroment so to speak because game-guru is designed for non-technical users, however i wanted to post something related to this topic and get some insights from other users that also have this type of inquiries and how you would solve this. Thanks!
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Pirate Myke
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Joined: 31st May 2010
Location: El Dorado, California
Posted: 20th May 2015 17:29 Edited at: 21st May 2015 01:03
My suggestion is, which ever model program you use and what unit of measurement. Make you models are real scale. The biggest cause for error are the compounding scaling of objects, causes all sorts of headaches and increased light mapping times.

From My usage of all the Products from Classic thru Reloaded to GameGuru now, and funny it is this way, that using Feet and inches for your modeled scenes is the least hassle. The core of the engine seems to like this best. Cant explain why, but after converting 100's of models from 100's of sources for people, that this holds very true, and I have very little problems getting anything into GameGuru this way. Get the object, scale it to proper size, reset transforms, then keep static or rig and animate.

There are a few scripts in the script board that can be combined to make a GPS and range finder and dist calculation utility for test games. They are handy and some are very accurate for this.

The grid is on 100 units which is 254 cm or 8'4".
The scripting ranges, seems to be in inches for some reason but are a little bigger. And I have not quite figured it out. Just know by usage now what I want. Angles are angle for entry and converted to a finer measurement inside the engine for use.

Should be some more chiming in on this.
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MIVEC
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Posted: 20th May 2015 19:10
Thanks Myke! awesome response. ill get to it and report my progress.
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Duncan Peck
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Posted: 20th May 2015 19:18
Quote: "
The grid is on 100 units which is 100 cm or 8'4"."


I'm sure one grid unit is 100 inches not 100 cm...
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Jerry Tremble
GameGuru TGC Backer
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Joined: 5th Nov 2012
Location: Sonoran Desert
Posted: 21st May 2015 00:45
Yeah, it's 100 inches. Imperial units. So '90s.
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Pirate Myke
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Joined: 31st May 2010
Location: El Dorado, California
Posted: 21st May 2015 01:02 Edited at: 21st May 2015 01:03
your right to many conversations. 1 grid is 254 cm.
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GoDevils
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Joined: 24th Sep 2014
Location: Arizona USA
Posted: 21st May 2015 02:48
@ MIVEC

A few other helpful ideas about measurements in GG

When you make a new map, in general the map size is x = 51,000 & z= 51,000. As you get into scripting (or editing exiting scripts) these X & Z numbers provide an exact location on the map. Many of the "Common Functions" in the Global script, require these numbers to accomplish a task for example. Gathering those numbers can be accomplished with a simple LUA script that you can attach to another entity in the environment.




The entity can be anything, a rock, a building, just not a character. Make sure the entity is set to NO for Static (which makes it dynamic so the script will work). and set the entities "AlwaysActive" setting to YES. These are accomplished in the entities properties, accessible from the GG editor.

When run, a prompt display will provide the current X & Z location of the Player/Camera.

Good Luck
"THERE IS NO SPOON"

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3com
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Joined: 18th May 2014
Location: Catalonia
Posted: 21st May 2015 17:22
Quote: "your right to many conversations. 1 grid is 254 cm."

So lets say a wall, how larger has to be, in order to get right snap (in cms)?

3com
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Pirate Myke
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Joined: 31st May 2010
Location: El Dorado, California
Posted: 21st May 2015 17:44
Similiar object will snap on there own in snap mode.
In grid mod object need to be in multiples of 100 units (254cm or 8'4") and have there insert point in the center of it, to place flawless in grid mode.

Squares and cubes not usually the issue, it is aligning corner and such so the can be rotate, where the precision has to come in. WOI Death valley assets are a great example of modular layout with the least hassle and can even snap fairly close on different parts. (Great Job WOI)

Same with the cave system, It grids itself well.

Some be accurate in modeling and placement of 0,0,0 for your model and you should be able to get the best of both, snap and grid modes.
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3com
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Joined: 18th May 2014
Location: Catalonia
Posted: 21st May 2015 18:04
My plan is to thoroughly test the new DLC next weekend, good point about desert valley, I'll take a look as soon as possible.
Thanks a lot Mike.

3com
Laptop: Lenovo - Intel(R) Celeron(R) CPU 1005M @ 1.90GHz

OS: Windows 8.1 (64) - Ram: 4 gb - Hd: 283 gb - Video card: Intel(R) HD Graphics

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