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Need help with scaling a room! *headdesk*

  • D3ads
  • November 15, 2007 at 7:32 PM
  • D3ads
    • November 15, 2007 at 7:32 PM
    • #1

    If it's one thing I absolutely loathe with level design, it's getting everything scaled right.. it can really be a right bitch at times. This room is causing me a right headache as I can't seem to get the scale right at all. Take a look at this screenshot;

    [Blocked Image: http://img.photobucket.com/albums/v221/deathcrush/as_cell_ffs.png]

    Does this look right to you? It's a single patient room inside a fairly old mental asylum. I think that the bed is the right scale because the player fits on top of it ok whereas the rest of the room is a bit out of proportion. It's worth noting that all of that is placeholder content and the ugly brown blocks at the bottom are a bedside cabinet and table respectively. I'm not detailing any of this until I get the (*&^%%%" scale right y'see!

    I did a quick mockup to show you where I'm going with this:

    [Blocked Image: http://img.photobucket.com/albums/v221/deathcrush/as_cell_mockup.png]

    If you haven't already worked out from that, the camera angle is done like this on purpose.

    It doesn't help that a lot of the props I use are off-scale to start with and I have to balance scaling them down with getting the proportions of the room right. By getting the scale of this room right, hopefully I'll be ok building other parts of the asylum.

  • Nexus
    • November 15, 2007 at 7:35 PM
    • #2

    why dizzont u use the ready hammer scale tools?

  • D3ads
    • November 15, 2007 at 8:03 PM
    • #3
    Quote from Nexus

    why dizzont u use the ready hammer scale tools?

    Why don't you stop using this pathetic 'ghetto speak' in every post you make? It's fucking lame. I don't know what you're reffering to anyway, unless you mean Source's Hammer which is no use to me here.

  • dux
    • November 15, 2007 at 8:21 PM
    • #4

    Your problem is the sink and toilet are spaced too far apart and have far too much space in the wall dedicated to them. Along with the ceiling being too high giving it a much larger sense of space. Shrink it down and bring the wall in.

  • ⌐■_■
    • November 15, 2007 at 8:31 PM
    • #5

    i agree with Dux, and would like to add that the stretched woodtexture of those wooden boxes (furniture?) dont add to the perception of the scaling

  • dissonance
    • November 15, 2007 at 9:03 PM
    • #6

    128u is one floor tall, but for this room, i'd suggest 192u between floor and ceiling.

  • D3ads
    • November 15, 2007 at 9:13 PM
    • #7

    Thanks guys, big help

  • PaulH
    • November 15, 2007 at 9:28 PM
    • #8

    Also the tiles on the wall seemed to be making the room taller to me, normally tiles stop in a line around window height, either that or that go all the way up the wall to the top. In my experience of tiled walls anyway

  • Rick_D
    • November 15, 2007 at 9:49 PM
    • #9

    not at all true

    D3ads: when doing stuff for FPS - never trouble yourself with what it looks like in that screenshot - ie: looking in. Run the level, look at it from inside. Pace it and see how long it takes you to walk around the room - how long is the player going to be in there - is there anything they need to do in the room - or just wait for something to open the door? HL is great because you know that 128 is a wall height - use it to your advantage because it looks good from the first person perspective. Go higher when you want to give something a bit of diversity or a wall really needs to be taller (a large/long corridor for example).

    By looking at something from the outside - when you will play it from the first person you are only complicating things.

  • curman
    • November 15, 2007 at 9:59 PM
    • #10
    Quote from PaulH

    Also the tiles on the wall seemed to be making the room taller to me, normally tiles stop in a line around window height, either that or that go all the way up the wall to the top. In my experience of tiled walls anyway

    That's what I was going to say. I go through subways alot and stations, I'd say in terms of Hammer 3.5 you'd want to go only about 64-96 units high of tiles before the actual wall. The point of tiles is they're easier to clean than a normal wall, they wouldn't go over your head like that.

  • D3ads
    • November 15, 2007 at 10:18 PM
    • #11

    Inspiration for the room is from SH2/3's hospital level, specifically this area:

    [Blocked Image: http://image.com.com/gamespot/images/2003/screen0/914765_20030827_screen006.jpg]

    It's not fps, like I said that screenshot from top down is deliberate

    [edit] looking at that screenshot again, 'my' player appears to be somewhat dwarfed in comparison

  • Rick_D
    • November 15, 2007 at 10:24 PM
    • #12

    then move the camera down a bit, instead of having it so high.

  • e-freak
    • November 15, 2007 at 10:25 PM
    • #13

    Haven't read every post but I have not seen a hospital in ages which had the beds moved to the wall. normally they have the sides at least a meter away from the wall so you could at least help the patient in every situation from every side if needed.

  • Nexus
    • November 15, 2007 at 10:33 PM
    • #14
    Quote from D3ads

    Why don't you stop using this pathetic 'ghetto speak' in every post you make? It's fucking lame. I don't know what you're reffering to anyway, unless you mean Source's Hammer which is no use to me here.

    pathetizzle ghetto spizzle? U MUST BE SERIUS IF SO!


    dont u think i replyed to make me look like a stupid retard, didnt u seen i replied to help yo ?


    YES I MEAN SOURCE HAMMER, and if u dont like my speak ur racist.


    do u have sum-some thing against me?


    did I said i have something against you?


    is it that what u need, is it?


    or is it me whoo smokes weeds it?


    HUH!? whu, nah? YES? I dont hear you


    just .. NEVER.ever.


    tell me.. to stop SOMETHING I STARTED.


    damn it

  • clayman
    • November 15, 2007 at 10:57 PM
    • #15

    dude, go to your bathroom and stand next to the sink, bathtub etc, and get a good feeling of the scaling, try measuring with your own height, check all possible proportions and get a really good picture of how big things are =)

  • fonfa
    • November 15, 2007 at 11:46 PM
    • #16

    the bed is kinda big. i'm not that tall, not even 6 feet, but my mattress is just a few inches bigger than me. like 3 or 4

  • st0lve
    • November 16, 2007 at 2:10 PM
    • #17
    Quote from clayman

    dude, go to your bathroom and stand next to the sink, bathtub etc, and get a good feeling of the scaling, try measuring with your own height, check all possible proportions and get a really good picture of how big things are =)

    you must look really silly when you walk around down and stand, duck and jump next to all things like cars, doors and lightpoles hahaha

  • D3ads
    • November 16, 2007 at 2:53 PM
    • #18

    clayman: I did all that, but transferring it into the virtual world isn't so easy!

    Mmmmk, here's an edited version:

    [Blocked Image: http://img.photobucket.com/albums/v221/deathcrush/as_cell_take2lol.png]

    Another camera angle:

    [Blocked Image: http://img.photobucket.com/albums/v221/deathcrush/as_cell_newcamera.png]

    In-game with chase_active enabled:

    [Blocked Image: http://img.photobucket.com/albums/v221/deathcrush/as_thirdps.png]

    - Brought the roof down.

    - Shrunk the room's width and length.

    - Scaled the bed up.

    - Arranged window, door and mirror to fit into the tiles.

    - Used smaller placeholder textures for the cabinet/table.

    Hopefully better now?

  • Defrag
    • November 16, 2007 at 2:58 PM
    • #19

    D3ads: There's an interesting level design article @ gamasutra that deals with scale & accommodating different camera positions in Max Payne. The bottom of the second page has some comments on third person versus first person design. It might be of some use

    http://www.gamasutra.com/features/20020 ... tta_01.htm

  • e-freak
    • November 16, 2007 at 3:04 PM
    • #20

    The door is much too small in comparsion to the bed.

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