Announcement

Collapse
No announcement yet.

how tall are UT2k3 players?

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • replied
    well, without knowing more about your project, i can tell you that the most realistic looking maps are still built at twice the scale of the players. 32units = 1 foot. try it before you knock it, lol. if you dont like it, then cut it in half. but im telling you now, a realistic, 3 foot wide, 48unit wide, door, wont work. players will not fit through it. so realism or no, using the same scale as players wont work.

    Leave a comment:


  • replied
    not gonna work in a realism mod.

    REMF

    Leave a comment:


  • replied
    actually, i think you should leave the bsp where it is. try it out, you might like it, lol.

    Leave a comment:


  • replied
    no, its not for vanilla UT2k3, it is for this mod:

    http://sas.jolt.co.uk/

    so if UT2k3 players are 96 units tall and Ravenshield players are 192 units, then it *should* be as simple as halving the draw scale? :lol:

    cheers

    REMF

    Leave a comment:


  • replied
    oh, lol. realism is lost for 2003, lol. i designed a room to realistic scale. based on the player size, and 16units = 1 foot. the 2003 players will not fit through a door at that scale. and it looked and felt like giant football players walking in barbies magic playhouse. i wish i had the pictures still.

    but in any case, 16units ~ 1 foot.

    Leave a comment:


  • replied
    Originally posted by Bonehed316
    remember though, movements are different in 2003. 256 unit high cielings are required for double jump, and even then it still feels close.
    Remember that he's planning to convert it for use in a realism mod, not vanilla UT2003.

    Leave a comment:


  • replied
    this is going to end horribly, lol.

    the player models are roughly 96 units high. at 16 units = 1 foot, theyre 6 feet tall. remember though, movements are different in 2003. 256 unit high cielings are required for double jump, and even then it still feels close. 384 is nice, imo. but that depends on taste, really. no map with 256 cielings will ever do well. and lower will constrian movements.

    my point, you probably CANT adapt your raven shield map to 2003. sure, you can scale it, etc. but it will never be the same. just take my word for it. if you scale the map, your bsp will never be on the grid again. it WILL scale together, but it will be off the grid.

    Leave a comment:


  • replied
    cheers, i'll have a look at it.

    REMF

    Leave a comment:


  • replied
    Originally posted by poobeard
    They crawl into a box 80 high by 70 wide but width is somewhere around 65 I think.

    *clears throat*

    Thats crawling...

    256 is enough to do a double jump so I think it may be around 130

    Is that close enough?

    Leave a comment:


  • replied
    It shouldbe under Tools->Scale Map on the drop down menus.

    Leave a comment:


  • replied
    Omega on the jolt/SAS/ forums just mentioned this "scale map" function, is this the "properties>drawscale" function, or something different?

    cheers

    REMF

    Leave a comment:


  • replied
    Originally posted by REMF
    how about converting all BSP to a static mesh > scaling the new SM > converting back to BSP ?

    Very bad idea. If you're going to scale it, use 'select all actors' followed by 'scale map'. But don't repeatedly use small increments like Buckyfg suggested, that will definitely break the map. You'll have to figure out what scale you want it first so you only need to scale it once.

    If you use a sensible scale (.75, .6, .5 - sounds like .6 or .5 will be what you want) then the only place 'scale map' tends to cause problems, in my experience, is near movers. I don't know why, but since you only want the BSP, just get rid of any movers before you do anything.

    Leave a comment:


  • replied
    aha, so BSP objects can be scaled together? am i reading this right? will they also maintain positions relative to each other, i.e. still form the same shape (but smaller) after they have been scaled down?

    there is no way it can be done one brush at a time, there are 20,000 BSP objects in the map!

    how about converting all BSP to a static mesh > scaling the new SM > converting back to BSP ?

    cheers

    REMF

    Leave a comment:


  • replied
    Well, its not the best way to do it, (scale one at a time sure but...) I did it to a map with only bsp and it worked fine. no errors at all. its worth a try if its the only feasible way to resize your map.

    Leave a comment:


  • replied
    its not about it not scaling together. infact, it will scale together. my point is, that if you scale somethign that is 128 units high by 20% it will no longer land on a grid line. it will be 153.6 units, and that is bad. you WILL get bsp holes.

    Leave a comment:

Working...
X