Resize Map

Discussion in 'Mapping Questions & Discussion' started by raz0rskyl1n3, Nov 9, 2008.

  1. raz0rskyl1n3

    raz0rskyl1n3 L1: Registered

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    I did a search didn't see something similar if there is sorry for a repost.

    My problem is that my map is near set for an alpha, im pretty far along. Im just realizing that my brushes are really small. I didn't realize till a couple days ago that my brushes should be ~16 hammer units.

    Is there a way i can rescale my map. Or do i need to do each brush at a time?

    Currently all my brushes are at one hammer unit.

    Thanks in advance
     
  2. TheDarkerSideofYourShadow

    TheDarkerSideofYourShadow L10: Glamorous Member

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    Ouch. Yes, there is a way to scale things in hammer, using the Transformation tool (Ctrl+M). However, I would not recommend that, well, in any case. You really need to go through and make each brush thicker.
     
  3. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    How much of your map did you get through before realising this? You never tried the props to discover how big they were?

    You're kinda in luck though. The skybox needs to be rendered at about that size, 16th of the standard scale. .0625 in the scale mode of the transform tool.

    Now i can't remember my maths all to well from school but i think -0.0625 should scale it up 1/16th?

    Hopefully your stuff will remain to the grid, if it isn't; i'm afraid you'll really have to just start over on the right scale.
     
  4. Forthex

    Forthex L2: Junior Member

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    I don't know if it's a proper solution, but I would try to select absolutely everything in your map, and scale it up by a factor of 16 (Ctrl+M, scale, x:16 y:16 z:16). The only problem you might encounter, I would think, is the positioning of any entities. You might want to back this version up in case anything goes wrong before you try scaling.

    But, the others are right. If you plan on making a 3D skybox, your map is at the right scale.

    What I like to do, to get my scaling and map size right, is to place 3 prop_static entites with world models of the 3 classes with the most contrast in size between them; The Heavy (the fattest/tallest), The Engineer (the shortest), and The Scout (the thinest/smallest). If all the models can fit through my doors, go around corners, etc, then I know I have a good map scale. But don't forget to not include them when compiling.
     
  5. raz0rskyl1n3

    raz0rskyl1n3 L1: Registered

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    First thanks for the responses.

    I had the props in. I constantly used info_player start to size doorways ceilings and the such. Everything is scaled right buildings are the right height, doors fit right. The problem lies in the walls are one unit thick, same goes for ramps, etc. It seems im having trouble explaining i will try and post some screen shots later tonight.

    I tried this after the first post, and the map ended up going off the grid i was going to it again, hopefully later tonight.

    Seeing as how this seems like this is going to take some time. I may just call it done, and work on another map. I have spent too much time on this. The big problem is i was learning hammer as i was working on the map. Meaning i used this map to learn hammer, so the base source map isn't all that good.

    Id still appreciate any other suggestions.
    Thanks
     
  6. cornontheCoD

    cornontheCoD L7: Fancy Member

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    then I would start I new map. usually first maps are better for learning and not for releasing. I released my first map ever as a portal map, and it shows that I was learning as I went through. the textures were not aligned, random platforms were floating in the air, etc. I learned my lesson and : 1) made a second portal map that, IMO, is much better, and 2) made a tf2 map that was all orange. after learning some things and then compiling, I realized I shouldn't continue on it. it was waaaaaay too big.