Scaling meshes for the TES3CS

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Aiwyn the Breton
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Scaling meshes for the TES3CS

Post by Aiwyn the Breton »

Ok, guys, i post it here because in M&T I don't have access, Help is just for gameplay and that's a MW general thing, not necessarily TR-related. Feel free to move it if is not the right section.

Now, I made a model of a 2 floor building for the showcase and import it into the CS making a Static object. I scaled it with a BB resource mesh to give it a scale to have the doors a bit higher than the PC (about 2.10 m, I'm italian so I project in meters, don't ask me for conversion in foots :P). I meant to make a test cell to render in-game the building and post some decent image on the SC, but when i put it into a cell i noticed it was quite small... actually compared to a npc i put for comparision i noticed the slave kajit foot was twice the eight of the building.

So I re-imported the nif into the modeling program and re-scaled it with a MW PC nif (the "base_anim1" or something like that) and noticed the model WAS too small, so i re-scaled it, re- exported and re-imported to verify it was at the right scale. It was.

But then in the CS i had the same problem, and the building was 30.cm tall :|

So, is there a setting I have to put, some I-don't-know-command I have to check, some whatever-nif-scale-program I have to use?

I'm working with 3DStudio Max 8 and the current unit is millimeter. I have to put it in foot/inches/yards? I have to change program? Export in obj and convert in nif with nifskope? What? :|
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TheGooch
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Post by TheGooch »

you can rescale the object within the CS, by double clicking on the object to bring up its properties (position/rotation etc) then there is a scale box.
beth put that there for a reason ;)

and perhaps you should use centimeters instead of millimeters.. or just meters. either way, it can be scaled in the CS.

and use metric, if thats what your comfortable with. there are more people using metric than those that don't :P
china uses it. they hold 1/3 of the world's population....
the only ones that don't(widely).. are the amrikans...
theviking and MowSkwoz have it in theirs... soo: "We need quest designers!" - Stolen From teh Cutness.

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Gez
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Post by Gez »

The only two countries that don't use the SI metric units officially are the USA and Myanmar (aka Burma). Of course, most countries use metric + some other old units, like in Britain distances on road signs are given in miles, but most everything else is metric now.

The TES3CS can only resize things up to twice the size or down to half the size. It is possible to get out of this range through scripting, but that's a hassle.

You should import a similarly-sized Morrowind model that works to get an idea of the size. In my recollection, Morrowind and most other games use arbitrary units (called simply "unit") rather than meters or yards or what-have-you. An architecture tile should be 128 or 256 unit long, for example.
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Aiwyn the Breton
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Post by Aiwyn the Breton »

the doubt of the unit came from the "foot" unit of MW spells, anyway:
Gez wrote:You should import a similarly-sized Morrowind model that works to get an idea of the size.
that's what I did, from the CS CD itself. There are no setting to modify the import/export scale, no I guess the model is alwys the same scale, but the problem remains. I'll try scaling in 256 or 128 units, whatever they are, and see what appens. Maybe because the unit scale was in millimeters the CS thought it was too big and resize it. :|

@TheGooch: that was the first thing i tried, but, as Gez said, i could just double it, and a 60cm tall building is useful as a 30cm one :P
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Gez
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Post by Gez »

Well, I have never used any version of 3D Studio, Max or not; but I half-remember seeing somewhere in Blender an option for choosing units as either metric, imperial, or "arbitrary unit".

Try re-exporting the Morrowind model you imported, without any other modification, and look at the result in the CS. If the size is wrong, then you'll know the problem is in the export script.
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Aiwyn the Breton
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Post by Aiwyn the Breton »

Again, that was the second thing I did.
The mash is wrog-sized at all scale of import, should be something in the exporting.

Anyway, changing the unit to cm, scaling and re-exporting works: now the model is smaller than expected but has a almost right size... so the problem it's solved even if I don't know how i solved it... :|
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