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April 28, 2006, at 07:05 PM by 62.30.72.213
Changed line 16 from:
||Height while cruoching||64||
to:
||Height while crouching||64||
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

||border=1
||!Property||!Value||
||Height while standing up||96||
||Height while cruoching||64||
||With||32||
||Depth||32||

!!Capabilities of the Player

||border=1
||!Property||!Value||
||Standard jumping height||64||
||Extended jumping heith||66||
||Looking in a ducked position over a brush||40||
||Sitting ducked behind a brush to take cover||60||
||Good height for a brush to place a mg 42 on it||75||

!!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:

||border=1
||!Property||!Value||
||width||64||
||height||128||
||depth||4 - 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.

--[[Profiles/Bjarne]]

This tutorials data was based on the forum posts of these fine individuals:
[[http://dynamic4.gamespy.com/%7Emap/mohaa/|TheStorm at .Map]]

[[http://dynamic4.gamespy.com/%7Emap/mohaa/|Innkeeper at .Map]]\\
[[http://dynamic4.gamespy.com/%7Emap/mohaa/|silversound at .Map]]\\
[[http://dynamic4.gamespy.com/%7Emap/mohaa/|Franaticus Satanii at .Map]]\\
[[http://dynamic4.gamespy.com/%7Emap/mohaa/|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

||border=1
||!Property||!Value||
||Height while standing up||96||
||Height while cruoching||64||
||With||32||
||Depth||32||

!!Capabilities of the Player

||border=1
||!Property||!Value||
||Standard jumping height||64||
||Extended jumping heith||66||
||Looking in a ducked position over a brush||40||
||Sitting ducked behind a brush to take cover||60||
||Good height for a brush to place a mg 42 on it||75||

!!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:

||border=1
||!Property||!Value||
||width||64||
||height||128||
||depth||4 - 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.

--[[Profiles/Bjarne]]

This tutorials data was based on the forum posts of these fine individuals:
[[http://dynamic4.gamespy.com/%7Emap/mohaa/|TheStorm at .Map]]

[[http://dynamic4.gamespy.com/%7Emap/mohaa/|Innkeeper at .Map]]\\
[[http://dynamic4.gamespy.com/%7Emap/mohaa/|silversound at .Map]]\\
[[http://dynamic4.gamespy.com/%7Emap/mohaa/|Franaticus Satanii at .Map]]\\
[[http://dynamic4.gamespy.com/%7Emap/mohaa/|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

||border=1
||!Property||!Value||
||Height while standing up||96||
||Height while cruoching||64||
||With||32||
||Depth||32||

!!Capabilities of the Player

||border=1
||!Property||!Value||
||Standard jumping height||64||
||Extended jumping heith||66||
||Looking in a ducked position over a brush||40||
||Sitting ducked behind a brush to take cover||60||
||Good height for a brush to place a mg 42 on it||75||

!!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:

||border=1
||!Property||!Value||
||width||64||
||height||128||
||depth||4 - 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.

--[[Profiles/Bjarne]]

This tutorials data was based on the forum posts of these fine individuals:
[[http://dynamic4.gamespy.com/%7Emap/mohaa/|TheStorm at .Map]]

[[http://dynamic4.gamespy.com/%7Emap/mohaa/|Innkeeper at .Map]]\\
[[http://dynamic4.gamespy.com/%7Emap/mohaa/|silversound at .Map]]\\
[[http://dynamic4.gamespy.com/%7Emap/mohaa/|Franaticus Satanii at .Map]]\\
[[http://dynamic4.gamespy.com/%7Emap/mohaa/|G3mInI at .Map]]

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Page last modified on April 28, 2006, at 07:05 PM