grid settings

grid settings

Re: grid settings Posted by wacokid on Thu Dec 11th 2003 at 10:07pm
wacokid
53 posts
Posted 2003-12-11 10:07pm
wacokid
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53 posts 5 snarkmarks Registered: Jun 28th 2003
I would like to know what your grid settings are are. Because everytime i think i make something a reasonable size it turns to be oversized and feel like rats. I would like to know yall's grid settings and how many Squares(the highlighted lines) = a nice realistic feeling sized hallway. ty
Re: grid settings Posted by Yak_Fighter on Thu Dec 11th 2003 at 10:13pm
Yak_Fighter
1832 posts
Posted 2003-12-11 10:13pm
1832 posts 742 snarkmarks Registered: Dec 30th 2001 Occupation: College Student/Slacker Location: Indianapolis, IN
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.
Re: grid settings Posted by Orpheus on Thu Dec 11th 2003 at 10:19pm
Orpheus
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Posted 2003-12-11 10:19pm
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Yak_Fighter said:
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..
Re: grid settings Posted by Tracer Bullet on Thu Dec 11th 2003 at 10:57pm
Tracer Bullet
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Posted 2003-12-11 10:57pm
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
I start a map by placing a player start at the world origin and building around it.
Re: grid settings Posted by Vash on Thu Dec 11th 2003 at 11:21pm
Vash
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Posted 2003-12-11 11:21pm
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64, because the player height is 72...And I build, then stick a player start in to see :smile: .
Re: grid settings Posted by Gorbachev on Fri Dec 12th 2003 at 12:53am
Gorbachev
1569 posts
Posted 2003-12-12 12:53am
1569 posts 264 snarkmarks Registered: Dec 1st 2002 Location: Vancouver, BC, Canada
I use Hammer 3.5 so I can see player models and exactly how high they are. But as for grid settings that I use it varies pretty much every 10 seconds. But I usually don't have much use for anything higher than 32 or 64. 16 or 8 would be my most common settings.
Re: grid settings Posted by Cash Car Star on Fri Dec 12th 2003 at 6:02am
Cash Car Star
1260 posts
Posted 2003-12-12 6:02am
1260 posts 345 snarkmarks Registered: Apr 7th 2002 Occupation: post-student Location: Connecticut (sigh)
Vash said:
64, because the player height is 72...And I build, then stick a player start in to see :smile: .
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.
Re: grid settings Posted by Gorbachev on Fri Dec 12th 2003 at 6:10am
Gorbachev
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Posted 2003-12-12 6:10am
1569 posts 264 snarkmarks Registered: Dec 1st 2002 Location: Vancouver, BC, Canada
Cash Car Star said:
Vash said:
64, because the player height is 72...And I build, then stick a player start in to see :smile: .
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...
Re: grid settings Posted by Loco on Fri Dec 12th 2003 at 8:24am
Loco
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Posted 2003-12-12 8:24am
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Standard 64. I use the [ and ] keys to change it when I need to, for walls etc.
Re: grid settings Posted by mazemaster on Fri Dec 12th 2003 at 10:35am
mazemaster
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Posted 2003-12-12 10:35am
890 posts 438 snarkmarks Registered: Feb 12th 2002
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.
Re: grid settings Posted by Hornpipe2 on Fri Dec 12th 2003 at 5:59pm
Hornpipe2
636 posts
Posted 2003-12-12 5:59pm
636 posts 123 snarkmarks Registered: Sep 7th 2003 Occupation: Programmer Location: Conway, AR, USA
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.
Re: grid settings Posted by Cash Car Star on Fri Dec 12th 2003 at 6:56pm
Cash Car Star
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Posted 2003-12-12 6:56pm
1260 posts 345 snarkmarks Registered: Apr 7th 2002 Occupation: post-student Location: Connecticut (sigh)
How do you people possibly get any good level of detail at 64? If anything I'm typically going down to 4, even 2 at times.
Re: grid settings Posted by OtZman on Fri Dec 12th 2003 at 8:31pm
OtZman
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Posted 2003-12-12 8:31pm
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Aren't the grid settings different depending on if you're mapping for HL or NS or whatever?
Re: grid settings Posted by Cash Car Star on Sat Dec 13th 2003 at 1:15am
Cash Car Star
1260 posts
Posted 2003-12-13 1:15am
1260 posts 345 snarkmarks Registered: Apr 7th 2002 Occupation: post-student Location: Connecticut (sigh)
The hullfile is different for NS, but the base player height of a marine is the same as good old Gordon. HL Rally and Uncrossable Parallel I believe scale their maps differently to allow for larger landscapes. CS uses a slightly lower viewheight and playerheight (same hullfile though). Otherwise everything's the same. And none of those would come anywhere close to making 64 a good standard size.
Re: grid settings Posted by scary_jeff on Sat Dec 13th 2003 at 1:22am
scary_jeff
1614 posts
Posted 2003-12-13 1:22am
1614 posts 191 snarkmarks Registered: Aug 22nd 2001
I also think starting with an info_play_start is a good plan. Then use whatever grid size is appropriate for what you are building... if you want to make a huge tower or something, grid size 2 will just mean you make small errors - if you are trying to make details, then obviously grid size 32 isn't really going to work.
Re: grid settings Posted by Dr Brasso on Sat Dec 13th 2003 at 3:46am
Dr Brasso
1878 posts
Posted 2003-12-13 3:46am
1878 posts 198 snarkmarks Registered: Aug 30th 2003 Occupation: cad drafter Location: Omaha,NE
the first thing i do when i open an rmf of mine is set the grid to 1...... :heee: ....autocad learning.... :rofl: ....its just what im used to.... :wink: ....moral of the story?.....if it feels good to you, use it.....but remember where yer asking the questions.... :lol:

Doc Brass.... :dodgy:
Re: grid settings Posted by wil5on on Sat Dec 13th 2003 at 6:50am
wil5on
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Posted 2003-12-13 6:50am
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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.
Re: grid settings Posted by mazemaster on Sat Dec 13th 2003 at 5:18pm
mazemaster
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Posted 2003-12-13 5:18pm
890 posts 438 snarkmarks Registered: Feb 12th 2002
I usually try to go with the biggest size that can get the job done. The smaller the grid the easier it is to get leaks and errors.
Re: grid settings Posted by ReNo on Sat Dec 13th 2003 at 5:50pm
ReNo
5457 posts
Posted 2003-12-13 5:50pm
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I vary quite largely, although I don't think I've ever gone above 32 intentionally, or 64 absolute max. 8 or 16 is probably my most common setting.
Re: grid settings Posted by wacokid on Tue Dec 16th 2003 at 12:00am
wacokid
53 posts
Posted 2003-12-16 12:00am
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53 posts 5 snarkmarks Registered: Jun 28th 2003
I like using size 16 now, because i have graph paper that are just about the same as size 16, and overall easier for me to translate what i draw on the graph paper, onto the grid.