
Bungie LLC
Joined: Dec 29, 2013
friendly neighborhood contrarian funposter
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Posted: Jul 12, 2014 04:39 AM
Msg. 1 of 8
How big is a world unit? The units described in the HEK tutorial are different than the World Units utilized in Guerilla and the like. I can't figure this out.
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Bungie LLC
Joined: Dec 29, 2013
friendly neighborhood contrarian funposter
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Posted: Jul 12, 2014 07:37 AM
Msg. 2 of 8
Is that really true? I've read that somewhere before too, but I'm skeptical. It seems a bit oddball.
Halopedia says the warthog has a length of 6 meters, or 20 feet. If 10 units is equal to 1 foot in real-world scale, then that means that the length of a warthog in "halo' units is 200, which seems to be about right, because the HEK tutorial states that the warthog has a length of 191.766 "Generic 3ds Max Units." Edited by Bungie LLC on Jul 12, 2014 at 07:56 AM
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altis94
Joined: Oct 5, 2012
Join my Discord https://discord.gg/GDVEaRD
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Posted: Jul 12, 2014 10:06 AM
Msg. 3 of 8
HEK tutorial also says: "As a reference, the Master Chief is approximately 7 feet tall.
This makes the unit scale approximately 10 units = 1 foot or about 1 unit = 1.2 inches."
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Bungie LLC
Joined: Dec 29, 2013
friendly neighborhood contrarian funposter
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Posted: Jul 12, 2014 04:25 PM
Msg. 4 of 8
@Altis
Yeah, I knew that part already, as I mentioned it in my last post.
@Doctor
Not working with "objects" and bounding radiuses. This is in reference to effects, specifically light_volume tags and their falloff and max light and fade distances, which are measured in world units.
I'm creating a throw-able chemlight tag based on the flight baton used in the a10 cutscene. I want this chemlight "grenade" to be as realistic as possible. Edited by Bungie LLC on Jul 12, 2014 at 04:28 PM
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Ki11erFTW
Joined: Jul 4, 2009
You've seen nothing yet.
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Posted: Jul 14, 2014 05:32 AM
Msg. 5 of 8
For people who are confused on world units:
Your frame on a scenery object should always be at 0,0,0 (except for special circumstances which doesn't matter here).
If you want to place a piece of scenery in 3ds max to bring over to sapien, you bring the object along with it's frame into your BSP max file, and move frame accordingly to where you want the scenery to be in sapien.
Lets say we moved the scenery object to these coordinates: (This is still in max)
X: 3461.12 Y: 4125.67 Z: 412.57
You are always going to move the decimal two spaces to the left to convert these coordinates into world unit coordinates.
So in sapien, open your .scenario with the same BSP. Add your scenery object to the palette and place it somewhere in the map.
On the scenery object's properties, you are going to make it use these coordinates:
X: 34.6112 Y: 41.2567 Z: 4.1257 (If halo eliminates some digits after the decimal it's no biggie.)
This method also applies to the bounding radius of an object. Lets say you want to get a perfect bounding radius for the masterchief biped.
You will need to drag out a sphere at the origin of the model, the size should be as big as you want the bounding radius. (Keep in mind the bounding radius is also used for AI pathfinding, unless told not to use it in guerilla.)
I am currently not in max, but lets say the spheres radius is 10.00
In guerilla you are going to enter 0.1 as the bounding radius.
Again, I am not in max or sapien right now, and it has been awhile since I have needed these exact numbers but I am 99% sure this is correct. I get perfect results every time.
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Bungie LLC
Joined: Dec 29, 2013
friendly neighborhood contrarian funposter
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Posted: Jul 24, 2014 06:25 PM
Msg. 6 of 8
Thanks, that clears things up nicely.
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Corvette19
Joined: Feb 27, 2007
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Posted: Aug 4, 2014 09:51 AM
Msg. 7 of 8
I have always wondered this. Cool!
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Kamirov
Joined: Sep 22, 2014
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Posted: Sep 26, 2014 07:49 PM
Msg. 8 of 8
Well this is very good to know, wondered the same myself, but never really asked about it.
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