RA2lover
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| Joined: 09 Nov 2008 |
| Total Posts: 1254 |
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| 08 Sep 2012 11:45 AM |
As you might know if you tried to built a real-scale structure, the average roblox character is huge. assuming the character is 1.7m tall we'd get a scale of 3 studs = 1 meter. however, making weapons with this scale is a huge problem.
Taking as reference Glock's website, a Glock 17 would be sized in-game as a 0.1x0.4x0.6, which is ridiculously small for the character. an AK-47 would be 2.6 studs long - stock included.
real scale is too small for roblox.
here comes the discussion: which scale would you use when building weapons? |
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| 08 Sep 2012 12:26 PM |
Don't go based on a scale and math, just build like I would. No one builds perfect and no one ever will. Go to my places and go to "Johnny's Labs" I built the guns that are there. Not perfect, right?
-=-[{- Dr. Leonard L. Church of Project Freelancer -}]-=- |
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| 08 Sep 2012 01:54 PM |
I'm no scriptor but I have seen a similar problem like this. There is a solution. Basically you would use math.huge in the script and this will allow you to go to the finest increments.
Ultralegomaster gave us this script somewhere in this forum, I will try to find it.
I may be totally wrong ,which is a norm for me when it comes to scripting, but at least I'm trying. |
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RA2lover
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| Joined: 09 Nov 2008 |
| Total Posts: 1254 |
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| 08 Sep 2012 02:05 PM |
| as a scripter who knows double floating point precision, i don't think math.huge would allow it. and to make matters worse, roblox saves stuff in normal floating points, and this is a disaster. |
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| 08 Sep 2012 03:13 PM |
That's Roblox for you.
-=-[{- Dr. Leonard L. Church of Project Freelancer -}]-=- |
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