Valve Hammer Question

pudishpudish Join Date: 2002-11-06 Member: 7458Members
<div class="IPBDescription">room size?</div> when i'm making a room in valve hammer, how can i tell how big the players will be? so that i can size the room and doorways properly.

btw im completely newbie with hammer and mapping in general, but im working on a small practice map.

Comments

  • BiTMAPBiTMAP Join Date: 2002-11-08 Member: 7685Members
    its always a good idea to drop in a info_player_start (this is too be used only for ready room starts though) and that is the exact size of a normal marine player, BUT the aliens are diffrent sizes so make doors a few times wider and half a human taller.
  • pudishpudish Join Date: 2002-11-06 Member: 7458Members
    ahh thanks a bunch <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • evoLvingeviLevoLvingeviL Join Date: 2002-11-08 Member: 7802Members
    Actually I find info_player_start to be a poor measure... but only because I'm terribly picky. The only way to see if something looks right is to compile it and run around in thirdperson mode. (type 'thirdperson' in console)

    But I'm picky.
  • pudishpudish Join Date: 2002-11-06 Member: 7458Members
    alright, cool.

    another question. after i have a room, and the player_start entity, what do i do to test the map?
  • nrbynrby Join Date: 2002-03-05 Member: 270Members
    You read this thread.

    <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=4&t=8143' target='_blank'>http://www.unknownworlds.com/forums/in...t=ST&f=4&t=8143</a>
  • BiTMAPBiTMAP Join Date: 2002-11-08 Member: 7685Members
    actualy to be picky, steps are 16 units high, crouch objects 32 units, standing 79(ish), and becuase of teh fisheye lense and the way the HL engine actualy IS things are ALWAYS goign to be out of proportion... If it looks good to me, then it stays in my map, sizing is natural but some effects i need to actualy test in game.
  • Sephiroth2kSephiroth2k Join Date: 2002-04-21 Member: 481Members, Constellation
    actually those are a bit off bit. go to <a href='http://www.valve-erc.com/resources/?page=dimensions' target='_blank'>http://www.valve-erc.com/resources/?page=dimensions</a> they have all the exact dimensions.
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    edited November 2002
    Steps at 16 units are fine until they reach the player's line of vision, at which point it becomes clear how misproportional they are... After all, it'd take 4 1/2 of those to equal one person's height... <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->

    8 unit steps are by far a better choice for any area that hits that height or taller.
  • b0ksahb0ksah Join Date: 2002-11-24 Member: 9789Members
    Here are Half-life dimensions (think they are the same for the marines)<!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo-->

    <a href='http://www.valve-erc.com/resources/?page=dimensions' target='_blank'>http://www.valve-erc.com/resources/?page=dimensions</a>
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