Heightmaps don't have any scale in them, so pixelsize is meaningless in that sense. You can generate 1024 (Blitz) unit wide/deep tile from 1*1 or 3456*3456 (pixels) heightmap bitmap... if generated mesh is not correctly sized you can always use Fitmesh command:
http://www.blitzbasic.co.nz/b3ddocs/command.php?name=FitMesh&ref=3d_cat
...But when I want to make a say cube that's 4*4*4 I just make it 4m*4m*4m big in my lightwave and it's correctly sized. If you use MAX, I think you can do the same by using "generic units" and making the cube 4*4*4.
There is NO universal scale in 3D cyberspace; it's all how you want to make it... but it's often good idea to find some measurent in your moseling app that corresponds to 1unit in Blitz3D. Then you just stick to that, and model everything acordingly, and you don't need to scale anything.
http://www.blitzbasic.co.nz/b3ddocs/command.php?name=FitMesh&ref=3d_cat
...But when I want to make a say cube that's 4*4*4 I just make it 4m*4m*4m big in my lightwave and it's correctly sized. If you use MAX, I think you can do the same by using "generic units" and making the cube 4*4*4.
There is NO universal scale in 3D cyberspace; it's all how you want to make it... but it's often good idea to find some measurent in your moseling app that corresponds to 1unit in Blitz3D. Then you just stick to that, and model everything acordingly, and you don't need to scale anything.