Monday, February 13, 2006

Mapping with real dimensions in Unrealed

If you've ever mapped for a realism mod (Infiltration, Tactical Ops, Strikeforce, etc) then you're already aware of the challenges facing you, in making architecture the right dimension.

Example problem: in-game, a doorway that's 128 units high and 64 units wide, looks perfectly normal. And when you're running around, chasing or being chased by an opponent, the doorway doesn't seem too narrow. In regular UT, you may as well have a doorway that's 128 x 128, so you're not bumping into the wall all the time.

The problem is, the Player Model is only around 80 units high and 30 units wide. So in-game, a player looks tiny compared to your doorway. Not very realistic, is it? So a real door has to be around 100 units high, and 55 units wide. (In-game, it looks like you couldn't possibly squeeze through that door, but you will!)

If you're fairly new to "real-world mapping" (as I am) then you could probably use a little help in ensuring that all your architecture looks normal sized.

Here's my technique for doing a reality check on my map. I don't think I've seen this tip too often on other mapping sites, it's probably the best-kept secret. (Or maybe I don't surf enough.)

(Infiltration-specific, but I'm sure you can find similar actors in the other mods)

Open your Actor Browser, and go to:

Actor > Decoration > Carcass > UT Human Carcass > TMaleBody > INFc_SMale1Carcass

Add it to your map! It's a properly sized Player Model, and now you can compare him to your architecture (doorways, tables, beds, etc).

Here are some screenshots from the editor. I'm using grid size 8.








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