Posted by wacokid on Thu Dec 11th at 10:07pm 2003
Posted by Yak_Fighter on Thu Dec 11th at 10:13pm 2003
I usually set it at 16 when making walls. It is important to always have an info_player_start in the map and build around it so you always have a constant comparison to your brushes.
(if you didn't know, info_player_start is the same height as the player ingame)
Usually my halls are 128 units wide with differing heights, depending on the situation.
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Posted by Orpheus on Thu Dec 11th at 10:19pm 2003
| ? posted by Yak_Fighter |
|
I usually set it at 16 when making walls. It is important to always have an info_player_start in the map and build around it so you always have a constant comparison to your brushes. (if you didn't know, info_player_start is the same height as the player ingame) Usually my halls are 128 units wide with differing heights, depending on the situation. |
this, will answer all your woes..
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Posted by Tracer Bullet on Thu Dec 11th at 10:57pm 2003
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Posted by Vash on Thu Dec 11th at 11:21pm 2003
Posted by Gorbachev on Fri Dec 12th at 12:53am 2003
Posted by Cash Car Star on Fri Dec 12th at 6:02am 2003
| ? posted by Vash |
| 64, because the player height is 72...And I build, then stick a player start in to see |
That's eyelevel... not player height. 64 is huge though, I can't expect you get good detail out of that. I stick to around 16 and 8. QuArK's grid has stronger lines every 8 weak grid lines so if I want to do something bigger, I can get 64 by just using the strong grid lines.
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Posted by Gorbachev on Fri Dec 12th at 6:10am 2003
| ? posted by Cash Car Star | ||
That's eyelevel... not player height. 64 is huge though, I can't expect you get good detail out of that. I stick to around 16 and 8. QuArK's grid has stronger lines every 8 weak grid lines so if I want to do something bigger, I can get 64 by just using the strong grid lines. |
Hammer has those stronger lines as well...
[addsig]Posted by Loco on Fri Dec 12th at 8:24am 2003
Posted by mazemaster on Fri Dec 12th at 10:35am 2003
I'm always click-placing aiscripted_sequences on stuff in the 3d view, then either immediately after i get the idea of scale, or before I compile I delete them.
Its less known then it should be that with the entity tool out you can just click on faces in the 3d view and it will make the entity you have selected at that point on the brush.
Why aiscripted_sequences and not info_player_starts? Well the origin for player starts is in the middle of the entity so that when you click-place it on a brush playerstarts will be half in the ground and you have to move it in the 2d views to get it at the right height. aiscripted_sequences, however, have their origin at the bottom of their "feet", so when you click-place it it appears there at the size of a player.
Also, if you accidentally forget to delete the aiscripted_sequence before you compile, its no biggie since it wont actually DO anything. Adding in playerstarts to see proportions, however, will leave you with playerstarts in positions you don't intend.
Why aiscripted_sequences and not scripted_sequences? No realy reason really other than that they come first in the alphabet so i dont have to go searching through the entity list to find em. Also when mapping for SP when i actually want to script stuff I use scripted_secuences with the 'override AI' flag checked instead (same net result as if i had used ai_scriptedsequences), but then before I compile I can safely select and delete all aiscripted_sequences through the entity report screen.
Posted by Hornpipe2 on Fri Dec 12th at 5:59pm 2003
That was a long and complicated explanation for a simple mapping technique.
I usually create a map with a player start, then run it, and then go "Damn, all my walls are 3x player height!" Then back to Hammer and the power of ctrl+M.
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Posted by Cash Car Star on Fri Dec 12th at 6:56pm 2003
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Posted by OtZman on Fri Dec 12th at 8:31pm 2003
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Posted by Cash Car Star on Sat Dec 13th at 1:15am 2003
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Posted by scary_jeff on Sat Dec 13th at 1:22am 2003
Posted by Dr Brasso on Sat Dec 13th at 3:46am 2003
the first thing i do when i open an rmf of mine is set the grid to 1......
....autocad learning....
....its just what im used to....
....moral of the story?.....if it feels good to you, use it.....but remember where yer asking the questions....![]()
Doc Brass....
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Posted by wil5on on Sat Dec 13th at 6:50am 2003
I always use grid size 8, but i turn it down to 1 when working on small details.
Usually (IMO) a corridor should be 128~160 high, 128~192 wide. A good idea might be to look at the wall textures and use their dimensions.
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Posted by mazemaster on Sat Dec 13th at 5:18pm 2003
Posted by ReNo on Sat Dec 13th at 5:50pm 2003
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Posted by wacokid on Tue Dec 16th at 12:00am 2003
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