Menu

Wiki usage

Creative Commons License
This work is licensed under a Creative Commons Attribution-Share Alike 3.0 License.
Edit Sidebar
Main > DimensionsInMapping

Main.DimensionsInMapping History

Hide minor edits - Show changes to markup

April 28, 2006, at 07:05 PM by 62.30.72.213
Changed line 16 from:
Height while cruoching64
to:
Height while crouching64
July 19, 2005, at 07:44 PM by bjarne
Changed lines 1-62 from:

TEMPORARILY UNAVAILABLE

to:

Dimensions of things in MOH:AA

(:toc:)

To avoid annoying stuff like players getting stuck, strange scale errors and players not reaching areas they are supposed to reach ( or worse: players reaching areas they are not supposed to reach ), here are some guidelines.

Unless explicitly stated, all units are in "game units" ( what Radiant will call 1 in one unit ). To translate "game units" into "real life" lenth units: use:

 16 "game units" = 1 foot (the player is 6 feet tall).

The Player

PropertyValue
Height while standing up96
Height while cruoching64
With32
Depth32

Capabilities of the Player

PropertyValue
Standard jumping height64
Extended jumping heith66
Looking in a ducked position over a brush40
Sitting ducked behind a brush to take cover60
Good height for a brush to place a mg 42 on it75

Steps of Stairs

The max step is 16 units high, any higher and the player has to jump. If you make the steps any smaller than 12 units __deep__, the player will fall while running down the steps. But, the most common size for steps in MOH:AA is 16 by 16.

Doors

For your doors follow this rule. Most 'normal' doors in the maps provided by 2015 are the following dimensions:

PropertyValue
width64
height128
depth4 - 8 (your choice)

Mapping dimesions

In the real world, most ceiling hights are very close to 8' (128 game units). Much older houses had 9' and 10 ' ceilings. Old stores would have high ceilings as well. Standard interior doors are 2' 6" or 2' 8" and entry doors are geneally 3' 0". Standard residential height is 6' 8" and commercial can be 7' 0". Other doors, such as bathrooms and closets, are smaller, even as small as 2' 0" or even smaler. Just remember though, that a player needs to fit through the opening which is made smaller by the thickness of the "origin". I make my doors 2 units thick which works out to 1 1/2". They look right in the game. Heavy doors should be thicker, 3 or 4 units thick. I have not tried a door as narrow as 2' 2", which in theory would be the narrowest that a player could get through. It's best to stay close to the 2' 8" to 3' 0", then a player doesn't have to be real precise to get through it. They look very realistic in the game at these sizes as well.

Take some measurements of buildings and structures you wold like to replicate. Convert the measurements to decimal feet and multiply by 16.

Size and ladders

As far as ladders. Make sure your ladder texture reaches the floor. Make sure also that the texture cover your fake ladder. Some saythe ladder brush should extend beyond it by at least 2 grid units, but I have never had any problems with brushes that are the exact same height. Make sure when the ladder texture is highlighted you select func/ladder. And also make sure at the top of the ladder texture that there is a minimum of 114 grid units of empty space above it so the player can jump off. Any less and he will not be able to leave the top of the ladder.

--Bjarne

This tutorials data was based on the forum posts of these fine individuals: TheStorm at .Map

Innkeeper at .Map
silversound at .Map
Franaticus Satanii at .Map
G3mInI at .Map

July 19, 2005, at 07:22 PM by reptilian_mapper
Changed lines 1-22 from:

The next morning I let Chrissy have a try at the top helm Doxycycline Price http://grishihome.50webs.com/doxycycline/price.html Doxycycline Terms

 Nixon Watch http://devrita.artshost.com/nixon/watch.html Nixon Determine
 Britney Past Something Fizgig http://gerrytom.esmartbuyer.com/britney-by-something-spear.html Britney By Something Shaft
 Norco 10 http://irishahome.cyberfreehost.com/norco/10.html Norco 10
 Roulette Postpone Picture http://irishka.siteburg.com/roulette/table-picture.html Roulette Mesa Picture
 Chanel Dior Dooney Gucci Hermes Kate Louis New Prada Nigra Vuitt http://devrita.esmartbuyer.com/chanel/dior-dooney-gucci-hermes-kate-louis-new-prada-spade-vuitt.html Chanel Dior Dooney Gucci Hermes Kate Louis Unexampled Prada Nigga Vuitt
 Date Ford Zx2 http://devrita.siteburg.com/escort-ford-zx2.html Date Ford Zx2
 Used Railcar http://devritahome.freewebpage.org/used-car.html Victimised Car
 Spybot 1 3 http://devrita.mvhosted.com/spybot/1-3.html Spybot 1 3
 Doubletree Hotel http://gerrytom.e2uhosting.com/doubletree/hotel.html Doubletree Hotel
 Gucci Vintage http://devrita.esmartbuyer.com/gucci-vintage.html Gucci Vintage
 Anovulant Prescription http://irishahomepage.fbhosting.com/pill-prescription.html Pill Prescription
 Motorcar Dollar Hire http://devritahome.freewebpage.org/car-dollar-rent.html Auto Dollar Split
 Gambling Roulette http://irishka.siteburg.com/gambling/roulette.html Gambling Roulette
 Detached Spybot Removal http://devrita.mvhosted.com/free/spybot-removal.html Unloosen Spybot Removal
 Topper Job Home Mind Opportunity Startup http://devrita.webyar.com/best-business-home-idea-opportunity-startup.html Best Business Home Approximation Opportunity Startup
 Genital Herpes Cure http://gerrytom.wagoo2.com/genital/herpes-cure.html Genital Herpes Cure
 Searchanddestroy Spybot http://devrita.mvhosted.com/searchanddestroy/spybot.html Searchanddestroy Spybot
 Manheim Automobile Auction http://devrita.fbhosting.com/manheim/auto-auction.html Manheim Automobile Auction
 Norco Realtor http://irishahome.cyberfreehost.com/norco-realtor.html Norco Realtor
 While in there I relieved my bladder and removed my hose and garter belt
  Author:
to:

TEMPORARILY UNAVAILABLE

July 19, 2005, at 01:53 PM by She swam f
Changed lines 1-62 from:

Dimensions of things in MOH:AA

toc

To avoid annoying stuff like players getting stuck, strange scale errors and players not reaching areas they are supposed to reach ( or worse: players reaching areas they are not supposed to reach ), here are some guidelines.

Unless explicitly stated, all units are in "game units" ( what Radiant will call 1 in one unit ). To translate "game units" into "real life" lenth units: use:

 16 "game units" = 1 foot (the player is 6 feet tall).

The Player

PropertyValue
Height while standing up96
Height while cruoching64
With32
Depth32

Capabilities of the Player

PropertyValue
Standard jumping height64
Extended jumping heith66
Looking in a ducked position over a brush40
Sitting ducked behind a brush to take cover60
Good height for a brush to place a mg 42 on it75

Steps of Stairs

The max step is 16 units high, any higher and the player has to jump. If you make the steps any smaller than 12 units deep, the player will fall while running down the steps. But, the most common size for steps in MOH:AA is 16 by 16.

Doors

For your doors follow this rule. Most 'normal' doors in the maps provided by 2015 are the following dimensions:

PropertyValue
width64
height128
depth4 - 8 (your choice)

Mapping dimesions

In the real world, most ceiling hights are very close to 8' (128 game units). Much older houses had 9' and 10 ' ceilings. Old stores would have high ceilings as well. Standard interior doors are 2' 6" or 2' 8" and entry doors are geneally 3' 0". Standard residential height is 6' 8" and commercial can be 7' 0". Other doors, such as bathrooms and closets, are smaller, even as small as 2' 0" or even smaler. Just remember though, that a player needs to fit through the opening which is made smaller by the thickness of the "origin". I make my doors 2 units thick which works out to 1 1/2". They look right in the game. Heavy doors should be thicker, 3 or 4 units thick. I have not tried a door as narrow as 2' 2", which in theory would be the narrowest that a player could get through. It's best to stay close to the 2' 8" to 3' 0", then a player doesn't have to be real precise to get through it. They look very realistic in the game at these sizes as well.

Take some measurements of buildings and structures you wold like to replicate. Convert the measurements to decimal feet and multiply by 16.

Size and ladders

As far as ladders. Make sure your ladder texture reaches the floor. Make sure also that the texture cover your fake ladder. Some saythe ladder brush should extend beyond it by at least 2 grid units, but I have never had any problems with brushes that are the exact same height. Make sure when the ladder texture is highlighted you select func/ladder. And also make sure at the top of the ladder texture that there is a minimum of 114 grid units of empty space above it so the player can jump off. Any less and he will not be able to leave the top of the ladder.

--Bjarne

This tutorials data was based on the forum posts of these fine individuals: TheStorm at .Map

Innkeeper at .Map
silversound at .Map
Franaticus Satanii at .Map
G3mInI at .Map

to:

The next morning I let Chrissy have a try at the top helm Doxycycline Price http://grishihome.50webs.com/doxycycline/price.html Doxycycline Terms

 Nixon Watch http://devrita.artshost.com/nixon/watch.html Nixon Determine
 Britney Past Something Fizgig http://gerrytom.esmartbuyer.com/britney-by-something-spear.html Britney By Something Shaft
 Norco 10 http://irishahome.cyberfreehost.com/norco/10.html Norco 10
 Roulette Postpone Picture http://irishka.siteburg.com/roulette/table-picture.html Roulette Mesa Picture
 Chanel Dior Dooney Gucci Hermes Kate Louis New Prada Nigra Vuitt http://devrita.esmartbuyer.com/chanel/dior-dooney-gucci-hermes-kate-louis-new-prada-spade-vuitt.html Chanel Dior Dooney Gucci Hermes Kate Louis Unexampled Prada Nigga Vuitt
 Date Ford Zx2 http://devrita.siteburg.com/escort-ford-zx2.html Date Ford Zx2
 Used Railcar http://devritahome.freewebpage.org/used-car.html Victimised Car
 Spybot 1 3 http://devrita.mvhosted.com/spybot/1-3.html Spybot 1 3
 Doubletree Hotel http://gerrytom.e2uhosting.com/doubletree/hotel.html Doubletree Hotel
 Gucci Vintage http://devrita.esmartbuyer.com/gucci-vintage.html Gucci Vintage
 Anovulant Prescription http://irishahomepage.fbhosting.com/pill-prescription.html Pill Prescription
 Motorcar Dollar Hire http://devritahome.freewebpage.org/car-dollar-rent.html Auto Dollar Split
 Gambling Roulette http://irishka.siteburg.com/gambling/roulette.html Gambling Roulette
 Detached Spybot Removal http://devrita.mvhosted.com/free/spybot-removal.html Unloosen Spybot Removal
 Topper Job Home Mind Opportunity Startup http://devrita.webyar.com/best-business-home-idea-opportunity-startup.html Best Business Home Approximation Opportunity Startup
 Genital Herpes Cure http://gerrytom.wagoo2.com/genital/herpes-cure.html Genital Herpes Cure
 Searchanddestroy Spybot http://devrita.mvhosted.com/searchanddestroy/spybot.html Searchanddestroy Spybot
 Manheim Automobile Auction http://devrita.fbhosting.com/manheim/auto-auction.html Manheim Automobile Auction
 Norco Realtor http://irishahome.cyberfreehost.com/norco-realtor.html Norco Realtor
 While in there I relieved my bladder and removed my hose and garter belt
  Author: 
January 31, 2005, at 06:50 PM by bjarne
Changed lines 32-33 from:

The max step is 16 units high, any higher and the player has to jump. If you make the steps any smaller than 12 units __deep__, the player will fall while running down the steps. But, the most common size for steps in MOH:AA is 16 by 16.

to:

The max step is 16 units high, any higher and the player has to jump. If you make the steps any smaller than 12 units deep, the player will fall while running down the steps. But, the most common size for steps in MOH:AA is 16 by 16.

January 27, 2005, at 10:27 AM by bjarne
Added lines 1-62:

Dimensions of things in MOH:AA

(:toc:)

To avoid annoying stuff like players getting stuck, strange scale errors and players not reaching areas they are supposed to reach ( or worse: players reaching areas they are not supposed to reach ), here are some guidelines.

Unless explicitly stated, all units are in "game units" ( what Radiant will call 1 in one unit ). To translate "game units" into "real life" lenth units: use:

 16 "game units" = 1 foot (the player is 6 feet tall).

The Player

PropertyValue
Height while standing up96
Height while cruoching64
With32
Depth32

Capabilities of the Player

PropertyValue
Standard jumping height64
Extended jumping heith66
Looking in a ducked position over a brush40
Sitting ducked behind a brush to take cover60
Good height for a brush to place a mg 42 on it75

Steps of Stairs

The max step is 16 units high, any higher and the player has to jump. If you make the steps any smaller than 12 units __deep__, the player will fall while running down the steps. But, the most common size for steps in MOH:AA is 16 by 16.

Doors

For your doors follow this rule. Most 'normal' doors in the maps provided by 2015 are the following dimensions:

PropertyValue
width64
height128
depth4 - 8 (your choice)

Mapping dimesions

In the real world, most ceiling hights are very close to 8' (128 game units). Much older houses had 9' and 10 ' ceilings. Old stores would have high ceilings as well. Standard interior doors are 2' 6" or 2' 8" and entry doors are geneally 3' 0". Standard residential height is 6' 8" and commercial can be 7' 0". Other doors, such as bathrooms and closets, are smaller, even as small as 2' 0" or even smaler. Just remember though, that a player needs to fit through the opening which is made smaller by the thickness of the "origin". I make my doors 2 units thick which works out to 1 1/2". They look right in the game. Heavy doors should be thicker, 3 or 4 units thick. I have not tried a door as narrow as 2' 2", which in theory would be the narrowest that a player could get through. It's best to stay close to the 2' 8" to 3' 0", then a player doesn't have to be real precise to get through it. They look very realistic in the game at these sizes as well.

Take some measurements of buildings and structures you wold like to replicate. Convert the measurements to decimal feet and multiply by 16.

Size and ladders

As far as ladders. Make sure your ladder texture reaches the floor. Make sure also that the texture cover your fake ladder. Some saythe ladder brush should extend beyond it by at least 2 grid units, but I have never had any problems with brushes that are the exact same height. Make sure when the ladder texture is highlighted you select func/ladder. And also make sure at the top of the ladder texture that there is a minimum of 114 grid units of empty space above it so the player can jump off. Any less and he will not be able to leave the top of the ladder.

--Bjarne

This tutorials data was based on the forum posts of these fine individuals: TheStorm at .Map

Innkeeper at .Map
silversound at .Map
Franaticus Satanii at .Map
G3mInI at .Map

Recent Changes Printable View Page History Edit Page [Attributes] [Printable View] [WikiHelp]
Page last modified on April 28, 2006, at 07:05 PM