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meri
11-07-2009, 08:52 AM
Hey there guys!
As I am starting to get accustomed to the UDN and try out new stuff I encounter problems which I am not always able to solve. This one sounds trivial and I suppose answer will be like that too.
I am trying to do a walk-through a building, I have prototyped everything with bsp's, ran the game, and the problem occurred - I am not able to set the scene so it is proportional, eg. "player" is either to small or too big.
What i am looking for is some way to alter default player size so I won't have to re-build scene each time something is out of proportion, how can this be achieved?
How do you guys keep everything in proportions?

Thanks!

Masakari
11-07-2009, 09:25 AM
Well, first off you have real world measures as reference. But these should only be used as generic ref, because in a game engine the perspective is different, and if you use, for example, real world ceiling height, in-game it will look too low.

Look at UT3 and see the kind of measures they are working with. From Hourence's UE3 editing FAQ (http://www.hourences.com/book/tutorialsue3faq.htm):


How tall is a character?
This depends from game to game. Developers can freely configure the size of a character. A UT3 character is roughly 90-96 units high, a GOW character comes in at 160.

What are common sizes for rooms and corridors?
UT3:
Regular corridor: 320 width and at least 256 high
Width corridor: around 384 to 416 width
Small corridor: 128 width and 192 high
Medium room: 1536 width and at least 512 high

GOW:
Medium to large room: around 3072 to 4096 width and at least 384 high
Regular corridor: 440 width and 384 high
Staircase: at least 225 width

I wouldn't recommend having some kind of perspective scaling trick script (like the one used by Digital Extremes in Dark Sector), i would just do good pre-planning, think things through, experiment with template objects which can represent large classes of objects (a medium crate, a small car, a gun, etc), and only when these are satisfying, then you starting actually roughing out the level.

Hope this helps.

meri
11-07-2009, 09:48 AM
Thanks for the reply.
Thing is I already have the reference and would like to stick to it as much as possible, the main problem now is how to change size (camera Z position) of the character.

Cheers :)