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Global-Op World Forum Index » » General Mapping » » building, map sizes...

Author | building, map sizes...

MCbonez
Sniper

Joined: Nov 20, 2001
Posts: 135
From: Toronto

Posted: 2002-03-18 10:48
Remember, I've never mapped before, so this will be a first for me....

My question may be very stupid to ask, but I really don't know, so here it goes.

I've been wondering, how do I know how big the terrain has to be, then know how big the buildings will have to be? Also how do I know how big the buildings need to be, in conjunction with the size of the GO character models. I want to keep everything in proper scale.

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[ This Message was edited by: MCbonez on 2002-03-18 10:49 ]

BigDaz
Recon

Joined: Oct 29, 2001
Posts: 15
From: England

Posted: 2002-03-18 14:45
With Worldcraft you can add in the player start entity which is the same size as a player and work it from that. I guess GO editing is much the same. Presumably the cars and stuff in GO are just prefab models you can add to the map and get a sense of scale from that.

Shadowphreak
Intelligence Officer

Joined: Sep 17, 2001
Posts: 266
From: Burnaby, BC, Canada

Posted: 2002-03-18 21:24
Huge.

I'd say 10 times the size of Worldcraft.

As for scales, I'll have something together soon on that, like sizes of characters/etc... and the unit conversion.

I believe 1 foot in 'real' life is 2 units, lemme double check.

MCbonez
Sniper

Joined: Nov 20, 2001
Posts: 135
From: Toronto

Posted: 2002-03-19 12:33
Awesome! Thanks for the info guys!

I'm really getting hyped on starting this stuff, and hope it goes well.

I was also curious about the terrain, and trees etc. As you guys may know the map idea I posted some months ago, is what I plan on working on for my first map (the second is a secret, and will be done if this one works). Now, my plans were to make it as realistic as possible. Since it is a jungle/forest setting, and overall the map itself will be large. This will require many, many trees and other plant life. Now with this I was concerned that all the trees and other entities may lag the game for people, and make the map itself extremely large in size (mb). I know there are ways to making it look like you are in a forest, as CS has shown with the old forest map. Though I wanted to avoid this, as it was unrealistic, my main goal was to give the players as much area to explore or use to their advantage (cover, elevation,darkness, etc). Also I wanted the map to be playable to all those who have the games system requirements, not leaving anyone out. This may not be attainable, maybe I'm aiming too high all together. I really won't know till I start tinkering with GOEdit, but any opinion,or facts on these questions would be cool!

If you guys can help me out that would be amazing!!! I already learned somethings off you guys and the tutorials, and am very thankful!

Sorry for the length!
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Shadowphreak
Intelligence Officer

Joined: Sep 17, 2001
Posts: 266
From: Burnaby, BC, Canada

Posted: 2002-03-19 17:18
For an answer on your lag and stuff, use the fog, it will allow you to cheat somewhat by placing clip brushes (invisible walls) around tree's, so it gives the impression there is more around, but the user can't actually get to it... Hard to explain, but works well. If you have dense forest, it would be better to use a texture instead of the transperent textures that are normally used for tree's.

Just keep the tree's that the use can get close to transperent. You'll kinda have to trial and error.

MCbonez
Sniper

Joined: Nov 20, 2001
Posts: 135
From: Toronto

Posted: 2002-03-21 22:24
Oh yeah, I was origionally planning on fog to help the defenders, as the attackers for my map could just get snipers in the forest and pick everyone off... I'll have to set everything so you can snipe from the forest, but not kill everyone hehe(mostly defense for offensive attacks). Though it seems to benefit in the lag issue!

Thanks for the info Shadow!
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$il3nt
Recon

Joined: May 06, 2002
Posts: 8
From: Melbourne, Australia

Posted: 2002-05-06 17:17
In reply to your scaling problems - there is a model called 'player model' - load this into your map - it is 'supposedly' the size of a player.

Wascally Wabbit
Recon

Joined: Mar 25, 2002
Posts: 17
From: Houston, Tx. USA

Posted: 2002-05-07 12:20
The scale is this: 1 unit = .5 inch. So 2 units = 1 inch in real life. Since the GO player models are 6 feet tall, then 6 feet x 12 inchs/foot x 2 units per inch = 144 units in GOedit = 6 feet.

Keeger
Recon

Joined: May 07, 2002
Posts: 20

Posted: 2002-05-09 18:18
so the easiest way to do the math is: 24 units/foot * x_feet = total_units.

Keeger
Recon

Joined: May 07, 2002
Posts: 20

Posted: 2002-05-09 18:44
Did a little testing in Go.Edit, and this is what I found:

1. if you set a block up 130 units off the floor, the player's head will hit it and stop.

2. Anything above that and the player can pass under.

So, using 144 gives you some headroom, but if you want to put something up to block a player from walking under, it has to be 130 or lower. (you could use 128, it's easier to lineup)

Now you know i have too much time on my hands, I actually went and figured that out.

Dr_S
Recon

Joined: Jun 02, 2002
Posts: 5
From: Sweden

Posted: 2002-06-02 13:58
Is 130 units .. when the guy is standing.
or is it when he is crounching ?
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Keeger
Recon

Joined: May 07, 2002
Posts: 20

Posted: 2002-06-04 07:46
Standing. I didn't do the math for crouching, though i've considered it.

MCbonez
Sniper

Joined: Nov 20, 2001
Posts: 135
From: Toronto

Posted: 2002-06-11 15:37
Yeah I started using the player start to scale, which worked out pretty nicely. For crouching I just half it, I didn't do the math but I think it has to be 65 units or so.

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