Lbs -> Kg

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Postby Flying Steel » Sun Jul 12, 2009 1:26 am

[-z-] wrote:Because you can't figure out a conversion we should change the way the engine handles units. LOL


I know the conversion ratio and I didn't say we should change anything. I just asked a question based on the topic of this thread of using SI for measurements.

Don't quake units = inches? This might very from engine to engine, I'm not sure.


Definitely possible, that would make the player hitboxes 5'9", which is a pretty average male height in today's world.

With this in mind then, I think we would have to convert the entire game over to SI or we can just leave it alone with these inches and pounds. It would only be confusing to go half way.
Last edited by Flying Steel on Sun Jul 12, 2009 1:31 am, edited 1 time in total.
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Postby Flying Steel » Sun Jul 12, 2009 1:31 am

Taiyo.uk wrote:Game units in quake are the same as those in DOOM - eight quake units = one foot. One quake unit = one and a half inches.


That would make the player hitboxes over eight and a half feet tall. That seems too much.
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Postby Ed » Sun Jul 12, 2009 8:54 am

Flying Steel wrote:Burma

A nation so secretive that it neither confirms or denies allegiance to any particular system of measurement but all of it's official measurements from people who've been there are in metric.
Flying Steel wrote:Alaska

Like you said, geography is not your strong point. Alaska is part of the US.
Flying Steel wrote:Antarctica.

Not a country and divided up into territories for many countries although approximately 90 degrees of it is unclaimed if you (or better still, Mike) want it. There are approximately 800 scientists posted there, almost all from metric countries and as scientists they will work in metric.

So that leaves you on your own.

Could we have the forum in Deutscheschrift perhaps?

As for quake units, they were set at 1" by id however they are entirely arbitary and Nexuiz uses a different scale with maps having to be scaled up ~50% to work well in Nexuiz. I always consider quake units to be 40mm in Nexuiz as that means that a 1024 is roughly 40 metres so works well for a big room and 2048 is 80 metres which is a good size for map dimensions.
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Postby divVerent » Sun Jul 12, 2009 9:12 am

Flying Steel wrote:Anyway, putting the jokes aside for a moment, here's a serious question- How much work would it be to move Nexuiz over to Meters instead of these crazy "Quake Units"? So if I imported a character model that was 2 units tall, in Nexuiz it would be 2 Meters tall?

I for one try to do the majority of my modeling to scale in Meters, so I was thinking it might be more functional if there was no conversion ratio.


Doing this will break ALL existing content, and all current cvar settings. Forget it.

Just stick with qu, and you may use 40 qu = 1 meter as conversion identity (just like many export scripts already do).
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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Postby Flying Steel » Mon Jul 13, 2009 3:29 am

Ed wrote:
Flying Steel wrote:t;]Alaska

Like you said, geography is not your strong point. Alaska is part of the US.


Oh come on man, snap out of it. Can you seriously not recognize a joke when you see one?

So that leaves you on your own.


I am game for switching to SI anytime, would prefer it in fact. I was essentially raised on the stuff thanks to various American scifi games set in the future, as well as American elementary school experience.

I'm thinking the reason we haven't switched is because the whole of the country and its machinery is layed out in english imperial units. I promise we'll make the jump though once our economy totally goes to shit.

Any suggestions about what we should do about burma though? :wink:

As for quake units, they were set at 1" by id however they are entirely arbitary.


No they're not, player model use quake units, I'm sure the same is true for weapon models and physics settings as well.

But what is truely arbitrary are the "lbs" weight ratings given in the "stats" for the different player model characters, that have absolutely no effect in the game whatsoever.
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Postby Flying Steel » Mon Jul 13, 2009 3:38 am

divVerent wrote:
Flying Steel wrote:Anyway, putting the jokes aside for a moment, here's a serious question- How much work would it be to move Nexuiz over to Meters instead of these crazy "Quake Units"? So if I imported a character model that was 2 units tall, in Nexuiz it would be 2 Meters tall?

I for one try to do the majority of my modeling to scale in Meters, so I was thinking it might be more functional if there was no conversion ratio.


Doing this will break ALL existing content, and all current cvar settings. Forget it.


Exactly as I thought; so that's why we should just stick with this english imperial system for Nexuiz- because it is saturated in the stuff. I mean, maybe it'd be better if the game was in C++ too, but it isn't worth the eons of labor to make that happen.

Just stick with qu, and you may use 40 qu = 1 meter as conversion identity (just like many export scripts already do).


And players can use 2 lbs ~ 1 kg. Only off by 10%, that's plenty good enough for a totally arbitrary value.
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Postby divVerent » Mon Jul 13, 2009 4:43 am

Let's say that DP often uses nudges by stuff like 1/32 qu for tracing. Changing that will break Quake.

Only thing that would be POSSIBLE is using a 100qu = 1m identity, as that's just a 2.5x factor.

As for the lbs - yes, change these to kg, but also think whether these values actually match the player models...

Armored Carni - 107kg
Carni (non armored) - 107kg (so the armor weighs nothing)
Fricka - 57kg, but seriously looks heavier than that
Grunt - 170kg
Headhunter - 115kg
Heroine - 50kg (she's too ugly for 50kg, though)
Insurrectionist - 87kg
Lurk - 84kg
Lycanthrope - 106kg
Marine - 92kg (heavier than Insurrectionist?!?)
Mulder, Nexus, Xolar - 282kg
Pyria - 56kg
Quark - 138kg
Reptile - 80kg
Shock - 65kg
Skadi - 52kg
Specop - 61kg

In the end, however, the qu scale does not need to be exposed to the modelling app. Many blender exporters apply a 40x scale so you can work in meters. Just use such an exporter, and stop complaining.
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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Postby TVR » Mon Jul 13, 2009 4:58 am

Flying Steel wrote:... player model use quake units ...


Model scale is completely irrelevant to qu, only the bounding box is defined in qu, the model is scaled visually.

Quake units were defined in terms of a ft. as a base unit, because 12 qu = 1" is not a power of two. It could possibly have either been rounded to 8 or 16, I'll assume 8 was chosen for its compactness in an 8-bit environment.
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Postby divVerent » Mon Jul 13, 2009 5:03 am

However, due to its origin, Nexuiz uses Halflife units, which are about 1 inch.

This is actually a Good Thing, as SMD exporters - and all player models must become a SMD at one point in their life so they can be converted to DPM or ZYM in a later step - tend to assume Halflife's scale, and in case of the Blender SMD exporters, they tend to multiply all coordinates by 40 for that reason.
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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Postby SkyBon » Mon Jul 13, 2009 6:01 pm

Anyway, here are the conversion factors:
1 lbs = 0.45359237 kg
1 ft = 0.30480 m
1 mi (statute) = 1.609344 km

And the each model's weight (in kilograms, rounded):
Marine - 93
Mulder - 282
Nexus - 282
Pyria - 57
Quark - 138
Reptile - 80
Shock Trouper - 66
Skadi - 52
Precop - 61
Xolar - 282
Carni - 107
Armored Carni - 107
Fricka - 57
Grunt - 170
Headhunter - 115
Heroine - 50
Insurrectionist - 87
Lurk - 84
Lycanthrope - 106
Last edited by SkyBon on Mon Jul 13, 2009 6:50 pm, edited 1 time in total.
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