My map is big in porpotion of a player

Discussion in 'Mapping Questions & Discussion' started by S.W.A.T.Y, Nov 7, 2008.

  1. S.W.A.T.Y

    S.W.A.T.Y Banned

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    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?
     
  2. Forthex

    Forthex L2: Junior Member

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    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.
     
  3. Inqwel

    Inqwel L6: Sharp Member

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    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:
     
    Last edited: Nov 7, 2008
  4. bob+M|M+

    bob+M|M+ L6: Sharp Member

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    I've found that placing a player_info_start entity next to your geometry for a general reference helps a ton.
     
  5. Chris|Gramps

    Chris|Gramps L1: Registered

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    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.
     
  6. Shaar

    Shaar L3: Junior Member<BR>toboruin

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    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.
     
  7. Psy

    aa Psy The Imp Queen

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    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.
     
  8. Psyphil

    Psyphil L3: Member

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    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
     
  9. TheDarkerSideofYourShadow

    TheDarkerSideofYourShadow L10: Glamorous Member

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    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.
     
  10. Icarus

    aa Icarus

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    I use the doorframe props to measure doorway heights/widths

    that and turning on cordon bounds and playtesting it often
     
    Last edited: Nov 7, 2008
  11. l3eeron

    l3eeron L8: Fancy Shmancy Member

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    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".
     
  12. Dox

    Dox L8: Fancy Shmancy Member

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    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.
     
  13. Psy

    aa Psy The Imp Queen

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    How?
     
  14. Psyphil

    Psyphil L3: Member

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    Yes how?
     
  15. FaTony

    FaTony Banned

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    fgd... I mean change it in the fgd. I dunno how, i never changed my fgd, but it's a plain text file so good luck.
     
  16. TheDarkerSideofYourShadow

    TheDarkerSideofYourShadow L10: Glamorous Member

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    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.
     
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