8. Inverse Scale Factor - QodotPlugin/qodot-plugin GitHub Wiki
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The Inverse Scale Factor
setting on the QodotMap
node determines the mapping between Quake units - used in TrenchBroom and other editors - to Godot's metric coordinate system. All coordinates are divided by this value during build.
Having a well-defined mapping from Quake units to the ones used by your game is important - it can make it easier to reason about the layout of your maps, and having your object scale translate properly to the equivalent real-world measurement will result in more accurate physics simulation.
As the metric used by map files varies game-by-game, this setting is dependent on your assets, game logic and physics simulation, and will have to be decided on a case-by-case basis. The table below lists some common examples, as well as reasoning for their usage.
Name | Inverse Scale Factor | 1qu | 2qu | 4qu | 8qu | 16qu | Notes |
---|---|---|---|---|---|---|---|
.map Passthrough | 1 | 1 | 2 | 4 | 8 | 16 | 1:1 with map file, Godot grid corresponds to TrenchBroom grid. Will result in very large geometry by Godot standards. |
Qodot Default | 16 | 0.0625 | 0.125 | 0.25 | 0.5 | 1.0 | 'Best effort' mapping from Quake 1 environments to metric. |
Uradamus | 40 | 0.025 | 0.05 | 0.1 | 0.2 | 0.4 | Artist-friendly setting with tidy fractional numbers. |
Valve Environment | 52.49343832021 | 0.01905 | 0.0381 | 0.0762 | 0.1524 | 0.3048 | Half Life 1/2 environment metric. |