Can geometryScale be set to a negative value?

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Col Klink
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Can geometryScale be set to a negative value?

Post by Col Klink »

Anim8or uses a 10 meter per square grid system so my models appear quite large in game. Can a negative scaling value like -10 work to reduce the size of my models. Thanks. Here's a screeny of how small it appears in Anim8or. Image
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Re: Can geometryScale be set to a negative value?

Post by VSMIT »

Think of geometryScale as a percentage, where a value of 1 is 100%. To make things smaller, you use a smaller, but still positive, number. For example, if I wanted to make something appear in-game as half size, I would use a value of 0.5. I'm not entirely sure what a negative value would do, if anything.
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Col Klink
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Re: Can geometryScale be set to a negative value?

Post by Col Klink »

Thanks.
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jaydenbz2
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Re: Can geometryScale be set to a negative value?

Post by jaydenbz2 »

When negative uniform scale is applied lie so, the model would be shrunken to the smallest possible size, basically, it goes invisible.
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GSH
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Re: Can geometryScale be set to a negative value?

Post by GSH »

No, a negative X scale should merely flip the vertices in X, and similar for other axes. A scale of 1.0 effectively leaves things unchanged, as x * 1.0 = x, for all useful values of x. (We'll ignore floating point NaNs (not a number) and other special IEEE754 values as those shouldn't be present in BZ2 models anyhow). Multiplying by -1.0 merely flips the sign for useful values. Negative translation is allowable -- for a craft with a root in the middle of the body, roughly half the X values will effectively be negative. And half the Y values, and half the Z values.

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jaydenbz2
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Re: Can geometryScale be set to a negative value?

Post by jaydenbz2 »

I have tested this, in modelling programs this is the case, not in battlezone 2, I am aware that scaling negative in X for example creates a flip, my observation may however be wrong, the normal may have been flipped also which would mean I could not see the negative scale object ingame.
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Re: Can geometryScale be set to a negative value?

Post by Zax »

Windows 98? Upgrade dammit!
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General BlackDragon
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Re: Can geometryScale be set to a negative value?

Post by General BlackDragon »

IIRC he uses Windows ME or Windows 2000
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Nielk1
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Re: Can geometryScale be set to a negative value?

Post by Nielk1 »

0.5 geom scale is 50% size, -1.0 geom scale would mean mathematically -100% size.
Col Klink
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Re: Can geometryScale be set to a negative value?

Post by Col Klink »

It's just that if I make a model in Anim8or that looks normal in another modeling software the model is like huge in game. You should have seen the size of my first A8 XSI model; it looked normal in A8 though. That's why I ask about the negative thingy. Thanks.
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Nielk1
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Re: Can geometryScale be set to a negative value?

Post by Nielk1 »

Can you set a units in A8? In Max I model with 1 grid unit equaling 1 generic unit based on meters.
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jaydenbz2
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Re: Can geometryScale be set to a negative value?

Post by jaydenbz2 »

They are right though, the geometry scale is a percentage as scale itself Is imo a percentage, not that I'm a mathematician.
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Re: Can geometryScale be set to a negative value?

Post by Ded10c »

Decimal value rather than percentage, but similar principle.
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Re: Can geometryScale be set to a negative value?

Post by Col Klink »

Nielk1 wrote:Can you set a units in A8? In Max I model with 1 grid unit equaling 1 generic unit based on meters.
I can but it resets to 10 meters every time I restart A8 which is why I prefer Truespace as it's default of 2 meters is more user friendly. I basically use A8's default and zoom the workspace to work on models. The four view is most useful as I can rotate the models in different ports to edit the models. I may monkey around in the odf to see what happens. Making models bigger seems far easier then trying to shrink them down.
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Re: Can geometryScale be set to a negative value?

Post by jaydenbz2 »

A percentage can be "expressed" as a decimal.
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