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Mapping Help
This is the place to ask about mapping problems, techniques, and bug fixing, and pretty much anything else you want to do in the level editor.

For questions about coding, check out the Coding Help thread: https://www.celephais.net/board/view_thread.php?id=60097
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Necros: 
protocol 666 does have high precision client angles (so aiming your gun is accurate) but not on rotations for entities.

I noticed the problem with hanging corpses but I thought the rotation was a model animation (so they could be static ents) rather than entity rotation. I guess that's a good feature to add to the next protocol.

Though, It seems like something that mappers/modders should avoid relying on, otherwise you'll have the huge ugly bmodel rotations you talk about happening in all other stock engines. I had this problem with a rotate train in rubicon2 and the fix was to spawn it near the world origin. 
Monster Action Measures 
maximum distance a player can jump without falling into water, lava, or traps
225 units

maximum distance a player can jump straight up and get up to another object:
42.5 units

maximum distance a player can fall and not be injured:
275 units

minimum gap in the floor spacing, slatted bridge or floating squares of lava:
35 units

maximum height that a step can be before a player must jump:
17 units 
Units ? 
What is a unit ?
I always have trouble making lifts go the right distance, most of it I guess and then adjust.
When you speak of units, how do they relate to the grid in Worldcraft ? 
 
(makes "shoot myself in the head signal")

FFS, its just been repeatedly explained not a couple of posts previously (like yesterday)

1:1, one grid unit = 1 unit, one 1:1-texture-pixel 
More On Real World Unit Size ... 
After researching this more, I have come across the Quake Editing Primer at ...

http://gamers.org/dEngine/quake/QDP/QPrimer.html

... which suggests 1 Quake unit is about 3cm or 1 foot is approx 10 Quake units.

This seems to make more sense now, especially with what others posters have suggested above.

The only thing that still puzzles me is the standard height of a step being 16 units. At 8 units equalling 1 foot, 16 units or 2 foot is far to high I feel, and although 1.6 foot (using 10 units per foot) is getting nearer the mark, I feel this is still too high.

5 ft 6 for the player size, and an 80 x 80 room equalling 8ft x 8ft rather than 10ft by 10ft perhaps seems more reasonable.

What do you guys think ?

-Mic 
More ... 
It also suggests that vertical and horizontal scales are different ...

Vertically : 1 unit = 3cm, 10 units = 1 ft
Horizontally: 1 unit = 2cm, 16 units = 1 ft

-Mic 
Don't Take It Too Seriously 
I always had the impression 64 units roughly corresponded to 1 meter. Then 16 unit steps would be about 20-25cm which kind of makes sense for the world. The scale for entities is totally different, though.

In the end, it's no use translating RL scale to Quake units - the dimensions of the environment isn't determined by logic, just by the textures. 
<- Face It 
The scale in Quake is shot: a 16 unit step/stair just doesn't look right with a player model next to it and larger monsters look ridiculously small when viewed from above. Go with what feels right and don't get too caught up in the unit conversions. 
 
" the dimensions of the environment isn't determined by logic, just by the textures."

^^ This. Just work with it until it feels right. 
Like I Said 
It's a matter of perception. Do what looks/feels right, and adjust from there. 
It Is Relative.... 
... to players size, that is 16 units tall if I remember well :) 
To Add Just A Bit More... 
When you're dealing with dimensions/proportions in a game engine, you're almost always going to have problems if you try to rely on exact conversion numbers and translation of stuff directly from the Real World.

In FP games in particular, the camera height and FOV are going to differ at least a bit (and often significantly) from what you're used to seeing in real life, so some things will feel right and some won't.

And then there's the problem of stuff being on a small flat screen, rather than actually being in front of you... 
Btw 
there is a limit after all to how far out you can build. it appears to be 8192 (doubles?) where, anything after that just doesn't draw. 
Necros: 
Hmm, I guess there are probably some client functions that assume the original bounds. For example:

- the far clipping plane

- the skybox size

- the trace vector used to light entities based on floor lighting (was 2000 units in original quake, now 8192 in fitzquake) 
 
you guys ever go back and play some of your really old stuff?
i was playing nesp09 and i discovered my lame sense of humour hasn't changed at all. 
 
i guess what i was really driving at was: do you enjoy your own maps after sufficient time has passed that some or most of it is almost like new? 
 
I play mines from time to time just to remenbered how noob I was and still :)

Yes I like to play then -:) and I love even more to play your maps necros ;)

ne_lend is my favorit map ever, i love the use of the nails in the map, very fast and fun. I played this map many many times... doesn�t look Quoth at all because is real fast. 
 
Like when you told me it wasn't possible to use the second (light brown) Polyp skin in Quoth while it actually is? Where we could have been now... 
 
I've replayed my speedmaps recently. Some are better than I thought, and most are much worse. Pretty much all of them are ridiclously hard - 60 monsters in such small maps, what was I thinking). And the humor in some of them is beyond lame, yeah.

The most obvious thing going on when playing one's old maps is realizing their shortcomings, like Trinca said, and how one would build it differently. 
 
I also think that the fact that you guys play others games help a lot in inspiration!

In my case i dont play others games because of my very limited time :\ i wish i had more time to play others games and map more :\

But in the other hand i�m very glad of my life, i love my kids and my wife ;)

I will keep mapping for Quake but this year and next will be hard for me to release anything, only speedmaps... full map i dont have the time and the will. 
Rather 
joyfully playing my own map again then seeing it quoted by someone who HAS to do the job. 
WC/Hammer 
Has anyone gotten Wordcraft/Hammer to run well on Linux? 
It's Difficult Enough 
Getting it to run on windows - no joke.

It's got a very nice interface but if you're looking for editors I'd suggest going for another one, maybe QuArK. Which is multiplatform AFAIK. 
 
It is not and it is an editor that makes it too easy to screw up (and likes to do that by itself just to annoy you). 
WC 
I've had no problems with it on windows. I know Radiant works on Linux but I've been using WC for years and it's what I'm comfortable with.

I have Quark but it runs slower than WC. I'm just wondering as I'm looking to switch to linux. 
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