Hambut_Bulge on 28/2/2005 at 20:30
Applying a 0.5 scale to the ruler texture gives the following:
(
http://www.psbambury.plus.com/height_test2.jpg)
Which rather suggests that although we are looking at 16UU = 1 foot, static meshes are perhaps oversized. The doors in my house certainly aren't 8ft high!
Krypt on 28/2/2005 at 20:49
Here is a list of a few of the dimension standards we had at ISA for building, using the scale 16uu = 1':
average character height: 6'
player crouch height: 4'
railing height: 3'
player jump height: 3'
player mantle height: 6'
step height: 1/2' - 1'
average step length: 2'
ceiling height for a normal room: 10'
wall minimum thickness: 1'
crawlspace dimensions: 4' x 4'
standard door dimensions: 5' x 8'
lock height for lockpicking: 3.5'
I'm reciting those from memory, so a few may not be exact, but they should all be pretty close.
Hambut_Bulge on 28/2/2005 at 20:52
Thanks Krypt
Kokopelli on 28/2/2005 at 20:54
Awesome! TY mate. What's the minimum height required to kill Garrett if he falls?
Krypt on 28/2/2005 at 21:04
Quote Posted by Kokopelli
Awesome! TY mate. What's the minimum height required to kill Garrett if he falls?
Not sure exactly, but I think 18-20' does the trick.
Kokopelli on 28/2/2005 at 21:14
I'll have to remember that - might incorporate a nasty trap in a future level... :ebil:
furunculus on 28/2/2005 at 21:40
i wouldn't mind knowing in absolute UED units what is the minimum height needed for Garret to walk beneath without needing to crouch.
Levels are always slightly oversized to compensate for the awkwardness of the camera and movement, but games with a third person camera mode need to be even more oversized.
e.g. in my Nightblade level i made the standard floor-to-floor height 256 Uunits, even though UT2k4 characters are 88-96 Uunits tall. likewise, doorways were a standard 160 Uunits tall. running around in the third person mode this felt about right, not too small, and not too oversized. bear in mind that i said 256 Uunits from floor-to-floor, when the 16 Uunits for the ceiling-to-floor are accounted for the height from floor-to-ceiling is 240 Uunits. this may be a little awkward texture mapping wise, but it makes life immensely easier when designing multiple floor/multiple room buildings as a 256 Uunit height is very easy to design around. also bear in mind that my statement about 256 Uunits being a comfortable floor-to-floor height is predicated on a roomy mansion/castle, you could probably get away with 192 Uunits (remembering to subtract 8-16 units ceiling-to-floor space) if you were designing a small cramped cottage.
one final thing to remember (preaching to the converted i'm sure) is that it is far easier to accomodate shadowy sneaking spaces if ones level is slightly oversized width wise as well. :)
Stardog on 1/3/2005 at 00:16
I hope nobody's thinking of re-creating their house using this UU - FT scale. Game engines are never like real life, and things will just end up looking out of scale.
Brodieman on 1/3/2005 at 11:58
I should add if you reallly ever want to gauge a better estimate of the scale of things to either just add in a temp static mesh such as a door or even an AI character to give you a feeling for size.
If you open the actor class browser (little pawn icon): Actor class browser > Pawn > AI Pawn > T3AI Pawn > T3AIPawnHuman. And from there select a comabt or non-combat pawn you'll ahve an idea of the rough scale of things.
Others probably have far better methods but i find this always gives me a better spatial sense (if you will) of a level.