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  • Scaling
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  • Scaling is the act of using an electronic scale to determine whether or not a particular pack has a high-rarity card in it. This is possible because a sensitive scale can pick up the minute differences between the weights of packs containing a Super Rare or Ultra Rare card, as such cards are slightly heavier than a regular Rare or Common card. Scalers, however, have trouble picking up Ultimate Rares, because the weight of the foil technology of that rarity is very, very close to that of a Common.
  • in computer graphics, refers to altering the size of a sprite to make the sprite appear nearer or farther from the player's point of view. It is a transformation that change the size or shape of an object . Scalling with respect to horizion can be carried out by multipling the corrdinate value x,y of a polygon , each end point of a line by scalling factor Sx and Sy to to produce the corrdinate x',y' .
  • Scaling will allow changing the size of all placeables, creatures and models in the game. The x, y & z axis of each object can be adjusted individually. Scaling of an object seems to make it difficult to select and move once placed in a map. If you are having trouble selecting and moving an object, try restoring the scale to 1,1,1 This article is a stub. You can help NWN2Wiki by [ expanding it].
  • Scaling is the act of following hidden courses or discovering various hidden areas within vSide. The term refers specifically to climbing buildings to reach greater heights than allowed by simply following the paths. Some NPC's can be found in hidden areas along these unmarked routes, as well as Easter Eggs and Rabbit Imprints. Most notably, the SuspiciousMan and blackmarketjack bots can be found hidden away from the normal areas of the city.
  • The function or method that determines, from the control input to an oscillator or filter, what frequency the oscillator or filter should operate at. There are two basic formulas for scaling this input, known as the volts/octave and volts/Hz methods, and within both of these, there is some variation in the exact conversion parameter. Scaling is important not only to make the synth basically play in tune, but also to ensure that it remains in tune at all notes within the instrument's span.
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abstract
  • Scaling is the act of using an electronic scale to determine whether or not a particular pack has a high-rarity card in it. This is possible because a sensitive scale can pick up the minute differences between the weights of packs containing a Super Rare or Ultra Rare card, as such cards are slightly heavier than a regular Rare or Common card. Scalers, however, have trouble picking up Ultimate Rares, because the weight of the foil technology of that rarity is very, very close to that of a Common.
  • in computer graphics, refers to altering the size of a sprite to make the sprite appear nearer or farther from the player's point of view. It is a transformation that change the size or shape of an object . Scalling with respect to horizion can be carried out by multipling the corrdinate value x,y of a polygon , each end point of a line by scalling factor Sx and Sy to to produce the corrdinate x',y' .
  • Scaling will allow changing the size of all placeables, creatures and models in the game. The x, y & z axis of each object can be adjusted individually. Scaling of an object seems to make it difficult to select and move once placed in a map. If you are having trouble selecting and moving an object, try restoring the scale to 1,1,1 This article is a stub. You can help NWN2Wiki by [ expanding it].
  • Scaling is the act of following hidden courses or discovering various hidden areas within vSide. The term refers specifically to climbing buildings to reach greater heights than allowed by simply following the paths. Some NPC's can be found in hidden areas along these unmarked routes, as well as Easter Eggs and Rabbit Imprints. Most notably, the SuspiciousMan and blackmarketjack bots can be found hidden away from the normal areas of the city.
  • The function or method that determines, from the control input to an oscillator or filter, what frequency the oscillator or filter should operate at. There are two basic formulas for scaling this input, known as the volts/octave and volts/Hz methods, and within both of these, there is some variation in the exact conversion parameter. Scaling is important not only to make the synth basically play in tune, but also to ensure that it remains in tune at all notes within the instrument's span. This can sometimes get complex, particularly in the scaling of analog VCOs and VCFs. A characteristic of many VCO circuits is that their response to a control voltage is not electrically "perfect"; even if the control voltage is totally within the proper scale, the VCO may play flat in the higher range. This is inherent in the circuit, and experienced VCO designers will add high frequency compensation circuits. These must be tuned during the calibration process so that the VCO will play in scale across the whole span. Some synths have controls allowing the performer to vary the scaling during performance. Many recent model synths allow for selecting "stretched" or "shrunk" scaling. In stretched scaling, higher notes play slightly sharp and lower notes play slightly flat (which mimics the way pianos are usually tuned). Shrunk scaling is the opposite. They may also allow for half-scale, in which the distance between two adjacent keys is a quarter step and there are 24 notes to the octave. The EML 101 was unusual in having a panel control allowing the scaling to be continuously varied between about 10 notes and 60 notes per octave.