One thing that you really need to use is scale. Sometimes it's not too important, but you might need to use scale to make a real thing's height in the game. Well, I have a solution to that! The following formula should help, it's pixels divided a theo human (3 pixels), times by your scale. The scale is how big a theo human is, which is 3 pixels. For most people they use 2m, so 3 pixels = 2 meters. I, however, use 1.8 meters since 2 meters is way too tall for me. This would be a simplified version of the formula. Bear in mind s = scale, p = amount of pixels.
For meters in real life to pixels, you have to do pixels times by a theo human (3 pixels) divided by your scale. Here is the simplified formula.
Scale
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Re: Scale
Thank you for the explanation
So by scale you reference to the considered real-life height of a human.
To put it differently:
\(h_{real}=\frac{p}{3}\cdot s\)
\(p=3\cdot \frac{h_{real}}{s}\)
So by scale you reference to the considered real-life height of a human.
To put it differently:
\(h_{real}=\frac{p}{3}\cdot s\)
\(p=3\cdot \frac{h_{real}}{s}\)
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Re: Scale
Not all things in theotown are to scale with eachother though. For example, the ships and airbus a340s and a380s (theoair t340s and t380s) are smaller than they "would" be, and cars are bigger than they "would" be. I think this is due to the limitations of the game.
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Re: Scale
Yes that is true, due to the fact that theotown uses pixels unlike other building simulators. So, I think we should classify this tutorial for buildings mostly.wetguy wrote: ↑15 Feb 2019, 21:14Not all things in theotown are to scale with eachother though. For example, the ships and airbus a340s and a380s (theoair t340s and t380s) are smaller than they "would" be, and cars are bigger than they "would" be. I think this is due to the limitations of the game.