Product Chat / scale the player

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Team wolf
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Posted: 6th Jan 2017 03:34
I am making tilable walls floors ceilings assets for game guru with means for indoors witc means 100x100 but the player is too tall for this and making the assets 200x200 the character is too small for them (we are always talking about the first person)
Also any way to turn backfaceculling when editing?
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Jerry Tremble
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Posted: 6th Jan 2017 04:10 Edited at: 6th Jan 2017 04:17
100 X 100 should be just about a perfect height for most rooms, unless you want higher ceilings. What format and program are you using? Scales on some formats can do really strange things upon export. In GG, 100 units in DirectX format = 100 inches.

EDITfyi, .fbx can often be larger, .obl can often be smaller, either by factors of 10!)
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Pirate Myke
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Posted: 6th Jan 2017 05:28
What Jerry says is correct.

There is no culling control in the editor for the editor.

There is a clip mode which hides objects above a certain height to aid in placing things inside of stuff.

Press Tab once while in the editor. Hold the Ctrl Key and scroll the middle mouse wheel to control the clip height. the height status is in the right in the status panel below.
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Belidos
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Posted: 6th Jan 2017 06:14 Edited at: 6th Jan 2017 07:47
The grid system only works in the horizontal axis, you don't need to use the 100x100 scale vertically, models will stack on top of the boundary of the object below no matter its size. I've always found a height of 125 to 135 blender units to be perfect for room heights, not sure what it would be for other modelling programs.

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arfur9
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Posted: 6th Jan 2017 08:01
In Sketchup 255cm = 1 grid square in FPSC that's exporting it with the X exporter
Team wolf
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Posted: 6th Jan 2017 15:04
Ia using blender witch 100 blender units is one grid for game guru.if i stretch the height the textuture will streth with it and they are completly square and tilabe only horizonably.

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Belidos
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Posted: 6th Jan 2017 16:01
Quote: "Ia using blender witch 100 blender units is one grid for game guru.if i stretch the height the textuture will streth with it and they are completly square and tilabe only horizonably."


That's why you should use seemless textures, which are dsesigned so you can tile them in all directions. Then in blender you use the material system to tile them on the mesh.

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Team wolf
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Posted: 6th Jan 2017 17:26
yes but they have this beutifull dirt up and down
by the way any chance to change the grid size in game guru?
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Pirate Myke
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Posted: 6th Jan 2017 17:28
Not as of yet. I believe this is a voting board option.
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