Source and avatars?


Kid-A
08-21-2005, 04:21 AM
I've just got the source SDK and have done my first test map. I've used the same values for doors/floors as I did in Dod. Now everything looks a little smaller. Has there been a POV change?

The info_player_start seems the same height.

Also I trust there won't be a avatar/POV change for dod:s from HL2? So if I map and it looks right in HL2 it will look right in dod:s?

skdr
08-21-2005, 04:39 AM
In the old DOD:Source beta, the POV is the same as in HL2.

I don't know if this has changed tho.

Ca-Chicken-Soup
08-21-2005, 10:01 PM
Originally posted by Kid-A
I've just got the source SDK and have done my first test map. I've used the same values for doors/floors as I did in Dod.

Use the Door Measurement texture in the /dev materials folder, thats the right measurements for doors. I'm not sure if theres a difference between hl2 and hl1, just map to what works and looks well.

Kid-A
08-23-2005, 05:40 AM
What scaling should be used for the door texture? Using a scaling on 1 seems very wrong!

(I've actually got around this by going in game and playing about, but it's good to have the info in the thread and to see what I should have used)

josh_u[RR]
08-23-2005, 03:17 PM
there is actually a measurementdoor texture that shows exactly how big it should be. do a search for measurement and you should see it. there are all sorts of measurements to look at.

Dwin
08-23-2005, 03:47 PM
Scaling should be at 0.25.

Ca-Chicken-Soup
08-24-2005, 02:54 AM
Originally posted by Dwin
Scaling should be at 0.25.

I noticed that the other day, why is that?

TheSurgeon
08-24-2005, 05:25 AM
probably because of the resolution of the textures - a normal single storey wall texture is 512 pixels tall, a standard single storey brush in hammer is 128 units tall: 4 times smaller or 0.25 the size of the texture.

anyway, hl2, hl2dm and cs:s all use the same scale, so i'm assuming dod:s will aswell, especially since it actually uses some content from HL2. the player should be 72 units tall - the same as in HL2, so even if you don't use the dev textures (which i never have), you can just scale everything to an info_player_spawn.

Propaganda
08-29-2005, 02:48 PM
Here is an example of using source size textures to build brushes. As you can see I built the brushes to fit the door size texture at a standard texture scale of 0.25.

http://www.justfungaming.com/wip/doors.jpg

Then I applied standard door texture tot he brush, and added a wood texture to the frame. The door texture fits perfect because it is built the same as the sizing texture. Hope this makes sense. I assume, as TheSurgeon stated, and we may be wrong, but it only makes sense that the dev team is building their player models and what not on a scale that fits this system, rather then re-designing the system to fit their player models, so It would be a safe bet to assume that anything built using the sizing scales will work perfectly with what they are doing here. Good luck and good mapping.

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