furunculus on 26/2/2005 at 21:59
could some clever fellow with the editor installed run a test for me and confirm exactly how tall a standard human is please?
it will be a very useful level scaling statistic for all level makers, and it should be confirmed absolutely before anyone invests time in fleshing out a level.
i still remember the horror when i found out that RvS had doubled the height of player characters to 192 from 96 in UT, i had know idea until i tried running arounf my level only to find that everyone was 12 feet tall! :D
my current level: (
http://www.spandex.eclipse.co.uk/Penrhyn.jpg) is scaled to standard UT2k4 height of 88 unreal units for player height, but everything is slightly oversized as it was made to accomodate the third person camera used in the Nightblade mod.
i would love to turn this map into a T3 level, but before i do i would like to know whether it is totally useless for the purpose or not. :)
thanks
furunculus
ProjectX on 26/2/2005 at 22:01
Roughly 6 Editor Feet high (yes its done in feet as well as UU) which = 96uu
Brodieman on 26/2/2005 at 23:02
I've been working off of 96 or so units as well for sizing. Not to mention in most unreal editos you can add a figure to gauge height better, actualy i'll check to see if this is the same. I remmeber my first level with Radiant - immaculate, only too small was only even playable as Orb lol.
furunculus on 27/2/2005 at 00:07
thank god for that, my level is useful for T3. :D
Hit Deity on 27/2/2005 at 01:10
That's good to know, if I can ever get this bitch to keep running for more than 5 minutes straight and place more than one brush at a time. I was wondering how tall a space Garrett could fit through yesterday when
**BONK!! T3Ed has just had an aneurysm and must shut down...**Hey, furunculus, you need to go check (
http://www.ttlg.com/forums/showthread.php?t=48777) this thread out and let us in on how you came up with such an "unsightly" username as that! ;)
Jadon on 27/2/2005 at 20:57
In the material library 'T3_temp' there is a texture called 'Tmpheightmarker' its list a range of 1-16' with half foot increments inbetween the texture is 512uu high so 16ft is 512uu, 256uu is 8ft, 128uu is 4ft and 32ft is 1024uu.
furunculus on 28/2/2005 at 00:12
confusion reigns. can anyway solve this by running a test?
Hambut_Bulge on 28/2/2005 at 13:14
Yes, I think we're going to need to establish what the size is of everything. I've been messing around just creating a few simple rooms in a small house. Going on the sizes of the actors in the provided in the tutorial maps and comments on this forum, I'd reasoned that T3Ed was using a scale of 16UU to 1ft. So I'd made my rooms 8.5ft high (136UU), which looked about right in game. No problem until I tried added some static meshes (door frames etc) and discovered that my rooms are too small. The most basic door frame I could find was actually larger. It does rather seem to me that before commencing building anything seriously, one should consider every single static mesh that one is likely to want to add, and how big they are, so that one can carve out a large enough area to fit things in. Could get frustrating otherwise...
Jadon on 28/2/2005 at 15:32
Whats so confusing, just use the texture in in the 'T3_temp' material library and don't scale it.
Stardog on 28/2/2005 at 16:43
Nice ceiling height: 192 units = 12ft, windows, normal doorframes and bookcases fit in nicely. Large archways will probably scrape the ceiling though.
The only problem is that it means the wall textures sometimes have to be scaled to a slightly annoying number, 0.355 for one of the wallpapers, which isn't ideal...
I'm not sure how bad it is to scale textures to numbers other than 0.25, 0.5, 0.75 etc. But it's never really been a problem in the past with my larger unreal levels.