Path: chuka.playstation.co.uk!news From: Marc@darkhex.com Newsgroups: scee.yaroze.freetalk.english Subject: Re: psx units Date: Sun, 10 Jun 2001 12:03:48 +0100 Organization: PlayStation Net Yaroze (SCEE) Lines: 34 Message-ID: <3B235413.BE595E42@darkhex.com> References: <9fsgqn$8fv1@www.netyaroze-europe.com> <9fu6n0$a8c2@www.netyaroze-europe.com> <9fuevl$a8c3@www.netyaroze-europe.com> NNTP-Posting-Host: modem-14.durthang.dialup.pol.co.uk Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.6 [en-gb]C-CCK-MCD NetscapeOnline.co.uk (Win98; I) X-Accept-Language: en-GB,en To follow on from What Jon said, I'll give you an example. Say you had a car driving past a building, and the real sizes were as follows: Car: 2m long, 1.5m wide, 1m high Building: 6m long, 6m wide, 20m high If you were to use 1 unit (psx) to represent 1cm (in the real world), the sizes would be as follows: Car: 200units, 150units, 100units Buildings: 600units, 600units, 2000units All these amounts are easily within range. As for the resizing, my way of doing this is to convert to rsd, then use rsdform. The flag in rsdform is -s x y z, if you also use -v then the details will be displayed. Also in rsdform, you can reset the model centre, so you could move the centre to the top left corner (like a sprite), resize, then move it back to make it easier to control the sizing. My method is to move it to the exact middle (I've noticed MAX and Milkshape like to offset the centre by varying amounts), then size from there. I hope this helps! Marc.