Trying to keep dimensions consistant in mapping

Trying to keep dimensions consistant in mapping

Re: Trying to keep dimensions consistant in mapping Posted by Flynn on Sat Oct 11th 2008 at 4:19pm
Flynn
454 posts
Posted 2008-10-11 4:19pm
Flynn
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454 posts 695 snarkmarks Registered: Oct 1st 2004 Location: England
Recently while I have been happing I have tried to go for 16s, 32s, 64s etc but I feel it is somewhat of a hopeless struggle because there is always something that forces me to go into the tiny units be it a model, a piece of detailing etc. In my first map (City-13) people told me to try and keep things standard to avoid foul ups. I just can't keep to exact units though. What are my fellow comrades at Snarkpit views on this issue?
Re: Trying to keep dimensions consistant in mapping Posted by haymaker on Sat Oct 11th 2008 at 5:18pm
haymaker
439 posts
Posted 2008-10-11 5:18pm
haymaker
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439 posts 921 snarkmarks Registered: Apr 1st 2007 Location: CAN
World vis geometry I try to keep to 16's minimum as much as I can, details a lot of the time I end up at 1 finessing angles and stuff.

It's so much easier to amke mistakes when you run your snap at 1 or 2 doing vis geometry, it's not worth it, plus most props and textures are set up to work with 64-unit increments...
Re: Trying to keep dimensions consistant in mapping Posted by Flynn on Sat Oct 11th 2008 at 6:51pm
Flynn
454 posts
Posted 2008-10-11 6:51pm
Flynn
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454 posts 695 snarkmarks Registered: Oct 1st 2004 Location: England
I normally run my grid at 32 but I am forced to go into the very low dimensions for details etc.
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Just Kidding
Re: Trying to keep dimensions consistant in mapping Posted by Le Chief on Sun Oct 12th 2008 at 12:15am
Le Chief
2605 posts
Posted 2008-10-12 12:15am
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2605 posts 937 snarkmarks Registered: Jul 28th 2006 Location: Sydney, Australia
My default grid size is 16.

It can be sometimes hard to keep your brush geometry in powers of 2 (2,4,8,16,32,64 etc) but you can benefit from it. Everything is neater and you are less likely to have leaks and messy brush geometry and other errors. It also means that you can "snap" together different parts of your level.
Muhnay said:
I feel it is somewhat of a hopeless struggle because there is always something that forces me to go into the tiny units be it a model, a piece of detailing etc
Oh yes ofcourse, I frequently go into 1 unit grid size to tweak things and align models, point entities and such. But its best to have your "main" geometry in powers of two like floors, hallways, buildings etc.
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Re: Trying to keep dimensions consistant in mapping Posted by G4MER on Sun Oct 12th 2008 at 12:59am
G4MER
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Posted 2008-10-12 12:59am
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floaty snark rage
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2460 posts 360 snarkmarks Registered: Sep 6th 2003 Location: USA
I was going with 16 as my main size. I have kept floors at 16, but moved to 8 for walls, and 4 for doors.. looks more authentic that way. Windows don't look so sunk in nor doors.. and it allows me to give the lip I want on door frames to give the molding look and feel. Even though I have started to use more model doors over bush ones.. its easier and looks nicer over all.

But yeah I have gone into 2 or 1 scale every now and then to do fine detail work and align as stated by Aaron.

As I have become more confident on my modeling skills I have started to use more models in my map ideas, and less brush work. Most my models are simple shapes with a texture applied. As you can see in the ducksoup can, game box.
Re: Trying to keep dimensions consistant in mapping Posted by Le Chief on Sun Oct 12th 2008 at 1:12am
Le Chief
2605 posts
Posted 2008-10-12 1:12am
Le Chief
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2605 posts 937 snarkmarks Registered: Jul 28th 2006 Location: Sydney, Australia
muhnay said:
and 4 for doors.. looks more authentic that way
You use bsp geometry for doors? Thats fine in some cases, put if you want those simple doors with a handle, use prop_door_rotating and use the "door" model.

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Re: Trying to keep dimensions consistant in mapping Posted by Flynn on Sun Oct 12th 2008 at 6:08pm
Flynn
454 posts
Posted 2008-10-12 6:08pm
Flynn
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454 posts 695 snarkmarks Registered: Oct 1st 2004 Location: England
I used to use world brushes for doors as well. As long as you can determine what looks right and what not then I find it agreable. Thanks for the replies chaps and chapesses (not that there are any here, but... :D ). I like to see that I am doing things the standard way :)
Just Kidding

Just Kidding
Re: Trying to keep dimensions consistant in mapping Posted by Captain P on Mon Oct 13th 2008 at 3:34pm
Captain P
1370 posts
Posted 2008-10-13 3:34pm
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
Hold 'Alt' while moving an object to move it freely, ignoring the grid settings. That allows you to keep the grid at 16 or 32 or whatever units, while still tweaking model placements up to the unit (or perhaps even less).
Re: Trying to keep dimensions consistant in mapping Posted by Le Chief on Tue Oct 14th 2008 at 1:58am
Le Chief
2605 posts
Posted 2008-10-14 1:58am
Le Chief
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2605 posts 937 snarkmarks Registered: Jul 28th 2006 Location: Sydney, Australia
Captain P said:
Hold 'Alt' while moving an object to move it freely, ignoring the grid settings. That allows you to keep the grid at 16 or 32 or whatever units, while still tweaking model placements up to the unit (or perhaps even less).
HUH! Never knew you could do that, nice tip :).
Aaron's Stuff