DoD Mapping Questions
Maxey
07-25-2004, 12:16 PM
Hi, I'm new to HL mapping but I already know the very basics of HL mapping (brushes, clipping, lighting, entities, texturing and compiling).
My main question is:
What are the standard sizes for a DoD map (and I'm aware of the lower player viewpoint)? What are the standard sizes for a door, window or house? Where I can get an updated example rmf with all the objects with their standard sizes? If it has the flag and objectives entities I would be greatly thankfully.
Maxey
07-25-2004, 12:31 PM
Ohh! How I put models in Hammer 3.5?
Maxey
07-25-2004, 01:20 PM
BUMP
Maxey
07-25-2004, 01:35 PM
anyone?
Maxey
07-25-2004, 02:42 PM
/me waves hands to get some attention.
\o\ /o/ \o/ /o\
TheNomad
07-25-2004, 05:34 PM
You've reached the mapping department, Let me put you on hold while I watch some TV. :p
Ive been mapping for years and I dont even know the door hights and stuff, just Experiment. door should be as big as a player, with a little room to jump.
look at other dod maps, how big is that window in dod_flash... oh right, big enough to crouch jump thru, ok.
Maxey
07-25-2004, 05:37 PM
Well thanks for the advice, but I would really like some numbers, how many unitys for a door and stuff like that.
greenhorn
07-25-2004, 06:49 PM
doors 80 - 96 units tall and 48 - 64 wide (depends on what u want it to look like)
windows 40 - 64 units tall and/or wide (same for crawl-thrus)
with the new lowered view height the bottom ledge of a window or sandbag should be about 40 units so u can see over it properly
just remember that in hammer 1 unit roughly equals 1 inch, so players are roughly 6 feet (72 units) tall, but they look out of their chest
swede
07-25-2004, 06:51 PM
i belive the a standered door is 128 high and 33 or 64 wide
standed room 130 to 140(i use) by what ever
the player can wolk over any thing that is 18 units or less(good to know for stairs)
Sly Assassin
07-25-2004, 07:45 PM
Originally posted by swede
i belive the a standered door is 128 high and 33 or 64 wide
I think the Average height/width used by people is 96 high and 64 wide, I'm pretty sure most of the dev team mappers and so on use the 96/64 doorways though you'd have to ask them that as I'm just going by some of the textures i've seen used.
(4THIDUSA) SSG
07-25-2004, 07:47 PM
1 unit is not 1 inch, other wise the player is 2ft 8 inchs wide, there is no useable conversion from units to inchs in Hammer.
Do not beat yourself up trying to say there is, make a map to your "1 unit 1 inch scale" and see what happens.
Remember there is only one real constant in the game the player, 72 units tall 32 units wide, a useable trick, build something, then place the player model by it, since you are of course using 3.5 you will see the player and what your construction looks like compared to him. These are some basics I use,
doors 96 units tall 48 wide 2 thick
walls 112 or 128 tall
tables 36 to 40 are ok
greenhorn
07-25-2004, 07:54 PM
2ft 8 inches = crouching height = 32 units
6 foot = standing height = 72 units
1 inch = 1 unit is as close to an accurate formula as you can get
the width of the player is around 32 as well, this is unrealistic only if you forget about all the gear and weapon he's carrying
128 units = 10 ft 8, the average ceiling height
average doorframe width in real life is around 30-32 inches, measure one and see
FuzzDad
07-25-2004, 10:05 PM
yea...we use 1 unit = 1 inch as a rough standard
Maxey
07-26-2004, 04:12 AM
Originally posted by (4THIDUSA) SSG
1 unit is not 1 inch, other wise the player is 2ft 8 inchs wide, there is no useable conversion from units to inchs in Hammer.
Do not beat yourself up trying to say there is, make a map to your "1 unit 1 inch scale" and see what happens.
Remember there is only one real constant in the game the player, 72 units tall 32 units wide, a useable trick, build something, then place the player model by it, since you are of course using 3.5 you will see the player and what your construction looks like compared to him. These are some basics I use,
doors 96 units tall 48 wide 2 thick
walls 112 or 128 tall
tables 36 to 40 are ok
So you are saying the player entity size in hammer is at the same scale as the game?
Fakedawg
07-26-2004, 06:23 AM
Ya - and if you are using the Hammer 3.5 beta you will see the actual player model in the 3D view in Hammer ...
Maxey
07-26-2004, 10:27 AM
Hmmm... And how I do that?
(4THIDUSA) SSG
07-26-2004, 11:51 AM
1. Get the 3.5 beta .exe file
2. Get the FGD that supports OpenGL rendering.
Both are on my site, and places like MardyMouse and the Collective
Valteq
07-27-2004, 12:06 PM
Why is it that the player sees through their chest? I've always thought that was kind of silly because then people can see your head if they are shooting from below you. Also, why not make being prone let you crawl under even smaller areas?
TheNomad
07-27-2004, 06:45 PM
yea, ive always wondered those. i hope dod:source fixes those
greenhorn
07-27-2004, 08:04 PM
i think they lowered view height because people could stand behind something and be concealed, while being able to see over.
there are only so many preset sizes for player hulls-or something, remember when a prone player could block a hallway because he was really 'standing', and u couldnt jump over
Gorbachev
07-27-2004, 08:43 PM
There are 3 sizes I believe. Standing, crouched and monster. Prone uses the crouch height.
Your POV is from behind the gun, not your eye technically. It's so that you don't shoot people in such a way that the tip of a players head could shoot you. So it avoids the conflict of everyone standing with just their eyes showing and shooting you...making it way too tough with the very buggy bullet penetration and such.
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