Leaping Tall Buildings...

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Franaticus Satanii
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Leaping Tall Buildings...

Post by Franaticus Satanii »

Can anyone say for sure what the recommended maximum unit height to build buildings are in a map? Is it 300 units, 1000, 3000...unlimited? I have read many threads about "world units" and have taken all under advisement, but noone has come up with a recommended maximum X, Y, Z build limits within MOHRadiant (or at least I haven't found it yet).

I am including multiple rooftop levels to snipe from in my map and have the levels seperated by units of 176 (inside floor to ceiling heights are set at 160 + 16 units for the ceiling = 176). Someone wrote not to exceed three stories tall....a story is 12 feet....what is that in world units?

This may seem like a rudementary question, but in a multi-level (height) map, it gets quite important I think.

Thanks for any input.
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jv_map
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Post by jv_map »

I think 160 units from floor to ceiling is a bit much, but about 140 units should be fine. Thus, you'd need approx. 160-180 units per floor.
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Bjarne BZR
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Post by Bjarne BZR »

There is no maximum except the size of the map grid... you can make a map that takes place on a mountain wall if you want to. But generally the occurrence of high places in otherwise normal maps makes it very hard to use manual VIS, because just about every part of the map can be seen from the top of the high places.

Is that the answer you were looking for Heydrich?
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tltrude
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Post by tltrude »

16 units = one US foot. But, the best way to judge height in the editor is to use an AI entity or a player start. Players are 6 feet tall in the game (96 units). The height of the ceiling is relative to the type of building it is.
Tom Trude,

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Franaticus Satanii
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Post by Franaticus Satanii »

Actually, all your responses added up to an excellent answer.

Jv_map : Thanks for the room height tweak...I also thought it felt a bit tall for a room height, but it is what most of the "world unit" tutorials agreed upon.

Bjarne BZR: Thanks for explaining the grid maximum, one thing I'm not clear about. You said
But generally the occurrence of high places in otherwise normal maps makes it very hard to use manual VIS, because just about every part of the map can be seen from the top of the high places.
Can you clarify a little. I'm not sure what you are trying to explain with "manual VIS".

tltrude: Thanks for the visual reference tip. There is also a scale in one of the texture folders....is this if any use for visual reference?...I've messed with it, but it just seems to be way out of wack for some reason so I trashed the idea of using it. BTW - my clan Birkenau map (that you helped with the pain scripting) is complete. Are you interested in seeing the completed package at all? I would love some input on my first completed map, and since you saw it in its infant stage, I thought it might be nice to see the progression. Let me know and I will email.

Thanks guys...as always...you rock.
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Post by Bjarne BZR »

{RSHA} Heydrich Reinhard wrote:Can you clarify a little. I'm not sure what you are trying to explain with "manual VIS".
Basically:
When you can see large portions of a map: Large portions of the map will be drawn. When large portions of the map is drawn: FPS drops.

Manual vis is a system to manually tell MOH:AA not to draw certain areas when a player is at a certain location.
( here is a tutorial on the use of manual VIS )

When a player can see large portions of the map ( like on top of a high building ), it is very hard to keep FPS up. Its not in any way impossible, but if you are aware of it beening a problem from the start: you can design to minimize the problem ;)
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Franaticus Satanii
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Post by Franaticus Satanii »

Bjarne BZR,

Thanks for the clarification and the tutorial. :)

I appreciate your help.
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Post by Bjarne BZR »

Glad to help
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