Tremulous Forum
Media => Mapping Center => Topic started by: zybork on December 05, 2009, 04:19:13 pm
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I am currently working on a map where the teams start in relatively narrow spaces and that map is pretty narrow in general, giving it (at least this is the plan) a specific character, however, while trying in actually mapping it, I face a number of problems, there are things I need to know:
0 · How big are the single classes of aliens and humans I know, this can be found in the tutorials, but:
1 · How big are the various buildings (telenodes, eggs, reactor, overmind, et cetera)?
2 · How high and how wide can the various alien or human classes jump?
I checked the source-files, I failed to find it there. Can anyone help? Also, this would be nice to have in the wikis.
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Not sure about buildables. You should be able to eyeball it in the editor, though. Designate potential pase locations and make sure they're balanced (through gameplay testing and pre-betas or alphas) and design them to fit bases (through local testing by /devmapping your .bsp).
From the quick reference section of the Tremulous Specific Mapping Guide (http://tremmapping.pbworks.com/Starting+Tremulous+Mapping#QuickReference).
Class Size
Granger 40x40x40
Adv Granger 50x50x50
Dretch 30x30x30
Basilisk 36x36x36
Adv. Basilisk 42x42x42
Marauder 50x50x38
Adv. Marauder 52x52x42
Dragoon 52x52x55
Adv Dragoon 64x64x67
Tyrant 64x64x92
Stance Size
Battlesuit (1.2) 30x30x76
Standing Human 30x30x56
Crouching Human 30x30x40
From the player sizes section of Soubok's Tremulous Editing Tips (http://sites.google.com/site/soubok2/tremulous_editing_tips).
* maximum step height for a human: 18
* maximum jump height for a human: 47 ( with default gravity: 800 )
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The sizes I figured myself (the're even in the wiki), but about “eyeballing”, well I tried it with a telenode, but failed miserably. Then I looked into the source, but did not find anything there either.
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src/game/bg_misc.c:
BA_A_BOOSTER, //int buildNum;
"booster", //char *buildName;
"Booster", //char *humanName;
"team_alien_booster", //char *entityName;
{ "models/buildables/booster/booster.md3", 0, 0, 0 },
1.0f, //float modelScale;
{ -26, -26, -9 }, //vec3_t mins;
{ 26, 26, 9 }, //vec3_t maxs;
0.0f, //float zOffset;
TR_GRAVITY, //trType_t traj;
Throw away "-" and sum mins+maxs values. Result is 52, 52, 18. So this should be alien booster size. I hope that is in GU :)
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Place an RC in your map then remember that a rant it roughly 3/4 of its height.
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I think the entire point of this thread is that he does not want to eyeball it.
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I think the entire point of this thread is that he does not want to eyeball it.
True enough but it's a successful practice.
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There is an old saying in chemistry: A week in the lab can save you an hour in a library. So: Where's the library?
In fact, I played around a lot with that stuff, but it appeared that a node itself requires an almost ridiculously large amount of space, and imo that can't be. So I wondered if there is a possibility to just look things up, so this is not a matter of doing (because I already wasted hours on that), but rather a matter of checking another approach to the problem, if this does not work out well.
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There is an old saying in chemistry: A week in the lab can save you an hour in a library. So: Where's the library?
In fact, I played around a lot with that stuff, but it appeared that a node itself requires an almost ridiculously large amount of space, and imo that can't be. So I wondered if there is a possibility to just look things up, so this is not a matter of doing (because I already wasted hours on that), but rather a matter of checking another approach to the problem, if this does not work out well.
The problem may be that the node is blowing up before the map has loaded because objects cant be placed on the ground? You need (approx AFAIK) 4gu of space between the buildables and the walls,roof and floors
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I placed them well above the ground, this is not it. They also have plenty of space above them.
Maybe I unzip the pk3s and check the models.
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The problem may be that the node is blowing up before the map has loaded because objects cant be placed on the ground? You need (approx AFAIK) 4gu of space between the buildables and the walls,roof and floors
4gu for eggs/nodes and 2gu for rc/om. I usualy use those values.
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1 unit should be enough for that (except spawns need more room above where players spawn). All the sizes are in entities.def:
team_human_spawn (0 .2 1) (-40 -40 -4) (40 40 4)
team_human_armoury (0 .2 1) (-40 -40 -13) (40 40 50)
team_human_dcc (0 .2 1) (-35 -35 -13) (35 35 47)
team_human_medistat (0 .2 1) (-35 -35 -7) (35 35 7)
team_human_mgturret (0 .2 1) (-25 -25 -20) (25 25 20)
team_human_reactor (0 .2 1) (-50 -50 -15) (50 50 95)
team_human_repeater (0 .2 1) (-15 -15 -15) (15 15 25)
team_human_tesla (0 .2 1) (-22 -22 -40) (22 22 40)
team_alien_spawn (1 .2 0) (-15 -15 -15) (15 15 15)
team_alien_acid_tube (1 .2 0) (-25 -25 -25) (25 25 25)
team_alien_barricade (1 .2 0) (-35 -35 -15) (35 35 60)
team_alien_booster (1 .2 0) (-26 -26 -9) (26 26 9)
team_alien_hovel (1 .2 0) (-50 -50 -20) (50 50 20)
team_alien_overmind (1 .2 0) (-45 -45 -15) (45 45 95)
team_alien_trapper (1 .2 0) (-15 -15 -15) (15 15 15)
team_alien_hive (1 .2 0) (-35 -35 -25) (35 35 25)