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8. Inverse Scale Factor

Emberlynn Bland edited this page Nov 29, 2021 · 5 revisions

This Wiki is outdated and no longer being maintained. Qodot's new documentation can be found here: https://qodotplugin.github.io

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.
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