Tremulous Forum

Media => Mapping Center => Topic started by: zybork on December 05, 2009, 04:19:13 pm

Title: How big are telenodes, how high can dragoons jump?, et cetera
Post by: zybork on December 05, 2009, 04:19:13 pm
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.
Title: Re: How big are telenodes, how high can dragoons jump?, et cetera
Post by: Plague Bringer on December 05, 2009, 06:40:40 pm
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).

Code: [Select]
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).

Code: [Select]
    * maximum step height for a human: 18
    * maximum jump height for a human: 47 ( with default gravity: 800 )
Title: Re: How big are telenodes, how high can dragoons jump?, et cetera
Post by: zybork on December 05, 2009, 07:49:36 pm
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.
Title: Re: How big are telenodes, how high can dragoons jump?, et cetera
Post by: rotacak on December 06, 2009, 02:47:32 am
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 :)
Title: Re: How big are telenodes, how high can dragoons jump?, et cetera
Post by: nubcake on December 06, 2009, 06:31:57 am
Place an RC in your map then remember that a rant it roughly 3/4 of its height.
Title: Re: How big are telenodes, how high can dragoons jump?, et cetera
Post by: mooseberry on December 06, 2009, 08:17:23 am
I think the entire point of this thread is that he does not want to eyeball it.
Title: Re: How big are telenodes, how high can dragoons jump?, et cetera
Post by: Plague Bringer on December 06, 2009, 01:28:15 pm
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.
Title: Re: How big are telenodes, how high can dragoons jump?, et cetera
Post by: zybork on December 06, 2009, 01:30:00 pm
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.
Title: Re: How big are telenodes, how high can dragoons jump?, et cetera
Post by: nubcake on December 06, 2009, 05:00:22 pm
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
Title: Re: How big are telenodes, how high can dragoons jump?, et cetera
Post by: zybork on December 06, 2009, 05:53:13 pm
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.
Title: Re: How big are telenodes, how high can dragoons jump?, et cetera
Post by: CATAHA on December 06, 2009, 07:34:22 pm
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.
Title: Re: How big are telenodes, how high can dragoons jump?, et cetera
Post by: UniqPhoeniX on December 09, 2009, 02:10:20 am
1 unit should be enough for that (except spawns need more room above where players spawn). All the sizes are in entities.def:
Code: [Select]
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)