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Scaling Correctly.
Posted: Thu Mar 06, 2003 11:44 pm
by MPowell1944
I admit, that I am a pretty good mapper but I have one big flaw. I scale brushes way off proportion. Well, not way off, but enough to be noticed.
I have started creating the buildings for Holland - 1943 and would like to keep the scale near or exactly the same as is in the game's MP maps. Does anyone know a good scale for height/width of a door/window/singlestorywall using an 8 grid? I want to keep it proportional so that it dosent feel like you are a midget or a giant. I appreciate any responses.
Posted: Fri Mar 07, 2003 12:31 am
by wacko
Taking the playerheight of 95 units as a real height of 180cm comes to a result that 1 unit is 1.875cm and 8 units make 15cm.
With this, a player would be able to WALK on 30cm steps, jump on 120cm heigh boxes, crouch under 112.5cm and is 60cm wide(

)
Sometimes I take a folding ruler and run around in my house measuring off what I need next...
Sometimes it depends on what athmosphere you want to express or what kind of game you want players to get: I think, you know what I mean...
Another prob is the FOV, which is not very realistic, you just get used to it while playing. Take these 32units for example, this would be 60cm, but look very narrow in-game...
For windows, it is more important than realism, to consider the restricted flexibility of the player: The player should be able to see as much as possible when looking out of a window in the 1st floor down on the street and should be able to see out of the window when duck (or should he be completely covered and save then?).
Eye-height standing is about 84units, crouching about 48units.
If players should be able to jump out of the window, it must be higher than 60units, though in Spearhead it seems to be even more.
Posted: Fri Mar 07, 2003 12:16 pm
by Jack Ruby
I once read a tip, maybe in this forum, if you drop in a player start next to any of the structures that your worried about scale, the player start is a good visual reference as to how big the player will be, as the game sees the player as a rectangular box. if your doorway looks huge in radient when the player start is inserted next to it then you can be sure it will be huge when compiled. So just measure up all the structures to the player start and you will see which things need to be scaled differently.
hope that helped.
Jack
Posted: Fri Mar 07, 2003 12:32 pm
by jv_map
You could also use an AI model for this purpose

.
Players and AIs have exactly the same size (they use largely the same models).
Posted: Fri Mar 07, 2003 2:26 pm
by General Death
When I wanted to model my dimensions after the game I used the maps that came with the mohr....you can just make a prefab out of them and your set to go

Posted: Fri Mar 07, 2003 4:36 pm
by MPowell1944
Yeah, I decided to drop in an AI. Much easier now. Thanks for the responses.
Posted: Mon Mar 10, 2003 2:09 pm
by rOger
Try the "cg_3rd_person 1" command. That way you can see yourself when you test the map. It only works with cheats set to 1 so you can not use it if you start the map as a multi player game.