My map is big in porpotion of a player

S.W.A.T.Y

Banned
Sep 28, 2008
315
116
Im making a Pl map and in hammer the buildings look fine , but when I compile my map, the buildings look a lot bigger and the player is small. it feels like playing like one of those maps RAts or bedrooms where the player is small and the objects are huge. In my map they arent that big but still, they look big when you walk around as a heavy/scout or any other class. is there away to fix this?
 

Forthex

L2: Junior Member
Aug 2, 2008
80
12
What I like to do is place about three or four prop_static entities around my map in hammer, and make their world models the various characters (Heavy and Engy for example). It keeps my scale in check when I'm working. However, don't include them when you compile.
 

Inqwel

L6: Sharp Member
Jun 2, 2008
308
59
Big, huh? Well, there is the TF2 Mapper's reference which could help understand size. I dunno exactly how to help since I can't see the vmf, but it sounds like you have a lot of work to rescale things to the appropriate size. :unsure:
 
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Chris|Gramps

L1: Registered
Mar 26, 2008
38
2
I've found that placing a player_info_start entity next to your geometry for a general reference helps a ton.

I do this, always. I used to work on CSS maps and decided I wanted to make a pond like area, when I compiled it was like Loch Ness D:

Since then, I always stick an player_info_start in to keep in check though I also sometimes use the reference guide.
 

Shaar

L3: Junior Member<BR>toboruin
Aug 7, 2008
231
206
Well. to solve the problem that you have at the moment, I'd select all the brush work that is visible, e.g. ground, cliffs, buildings, anything else which is visible to the player, then press "ctrl M" then click scale, then reduce the numbers to anything under 0, until you get a relevant size. you'll probably need to re-arrange the props, but that would be the easiest way to do it.
 

Psy

The Imp Queen
aa
Apr 9, 2008
1,706
1,491
Think of it this way.

1 story of a building = 128 units
1 floor = 16 units.

This is for *real world* mapping so for TF2 you would simply multiply these by 1.5 and you'd get a reasonably sized wall.
 

Psyphil

L3: Member
Nov 6, 2007
125
60
I've found that placing a player_info_start entity next to your geometry for a general reference helps a ton.

if you want to be exact, the info_player_start isn't as big as a TF2 character so prop_static with one of the class models is better. But ofcourse both works fine
 

TheDarkerSideofYourShadow

L10: Glamorous Member
Apr 12, 2008
792
286
Something I learned from Snark, you can change the model that displays when you put in a player start (so I change mine to heavy).

176 units makes for a tall room, but if a scout double jumps he doesn't hit his head.
 

Icarus

aa
Sep 10, 2008
2,245
1,210
I use the doorframe props to measure doorway heights/widths

that and turning on cordon bounds and playtesting it often
 
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l3eeron

L8: Fancy Shmancy Member
Jan 4, 2008
593
88
Ya I ran into this problem too. If you build things according to textures' scales... it turns out that way. Most of the textures are 1024x1024 which works out to brush sizes of 256 tall, which is pretty tall! There's a couple ways around this. Make your brushes 256 and texture them, then lock the texture scaling and shrink them. Or, if it will look OK, you can just shift the textures around after "treating as one".
 

Dox

L8: Fancy Shmancy Member
Oct 26, 2007
588
62
If you do rescale things, be sure to check and double check that you dont shrink things down so that theyre off the grid (thats where you have points of the shape that are in between the lines when your grid is scaled to 1). that causes all sorts of trouble.
 

TheDarkerSideofYourShadow

L10: Glamorous Member
Apr 12, 2008
792
286
Find the tf.fgd file, which should be in sourcesdk/bin/orangebox/bin Its just a text file, open it was notepad or equivalent. Find this line:
@PointClass base(Targetname, TeamNum, EnableDisable, Angles) studio("models/editor/playerstart.mdl") = info_player_teamspawn :

Change the studio section to: ("models/player/heavy.mdl") Note, change the model to whichever class you want. Save, then start up hammer.