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Need help with scaling a room! *headdesk*

  • D3ads
  • November 15, 2007 at 7:32 PM
  • clayman
    • November 16, 2007 at 5:27 PM
    • #21

    in hammer, 48 grid units = 1m if i remember corectlly

  • dissonance
    • November 16, 2007 at 5:38 PM
    • #22
    Quote from clayman

    in hammer, 48 grid units = 1m if i remember corectlly

    1u=1in

  • curman
    • November 16, 2007 at 5:55 PM
    • #23

    Where did you get that bed model? I have the matress, but not the actual frame/body of it.

  • D3ads
    • November 16, 2007 at 6:49 PM
    • #24
    Quote from e-freak

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

    Gah, you're right, easy to fix.

    Quote from curman

    Where did you get that bed model? I have the matress, but not the actual frame/body of it.

    It's from 'Afraid Of Monsters: Director's Cut', no idea who made it.

  • curman
    • November 16, 2007 at 7:32 PM
    • #25

    Go to IRC and send me it ):

  • D3ads
    • November 16, 2007 at 7:56 PM
    • #26
    Quote from Defrag

    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

    Missed this first time.. doh. It says I need to signup for an account or something?

    Curman: Incoming...

  • Defrag
    • November 16, 2007 at 9:18 PM
    • #27

    Yeah you do need to signup for Gamasutra, but it's free & well worth it.

  • fonfa
    • November 17, 2007 at 12:25 AM
    • #28

    Door looks rly small

  • hydeph
    • November 17, 2007 at 2:09 PM
    • #29
    Quote from dissonance

    1u=1in

    1 unit is 1 pixel, there is no actual scale conversion in GoldSource. it is more accurate in the Source editor.

    furthermore, D3ads, the tiles are very elusive. having them stretch up the wall so far with the painted wall above makes the room look really tall. Maybe a more even distrubution of tiles and painted wall would make it look more proportional.

  • Quakis
    • November 17, 2007 at 2:16 PM
    • #30

    D3ads: I think some small tweaks like so might help, not sure; Chair could add a little extra sense of scale, table slightly taller and bigger doorway.

    [Blocked Image: http://img.photobucket.com/albums/v220/deathquakis/idea.jpg]

  • Taylor
    • November 18, 2007 at 2:57 PM
    • #31

    The room looks a bit too tall. But other than that my only comments are the engine is shit, your tools are shit and nobody plays HL anymore.

  • hydeph
    • November 18, 2007 at 3:09 PM
    • #32
    Quote from Taylor

    The room looks a bit too tall. But other than that my only comments are the engine is shit, your tools are shit and nobody plays HL anymore.

    well, keep them to yourself, because d3ads isn't the only person still mapping for HL.

    sooooo if that is all you have to say you can just get out. :roll:

    what a great post that was

    [Blocked Image: http://img.photobucket.com/albums/v472/hydeph/rolleyes1ei.gif]

    very contributive, Taylor.

  • Taylor
    • November 18, 2007 at 5:11 PM
    • #33
    Quote from hydeph

    well, keep them to yourself, because d3ads isn't the only person still mapping for HL.

    Oh, there's two of you?

    The best advice D3ad can have is to use an engine that's not nine years old.

    And thanks, I do try.

  • Quakis
    • November 18, 2007 at 5:53 PM
    • #34

    ^ The best advice I could give you is to shut up and not comment on people's choice of engine. Don't like the engine? Stay away from the reply button.

  • dissonance
    • November 18, 2007 at 8:49 PM
    • #35
    Quote from Quakis

    ^ The best advice I could give you is to shut up and not comment on people's choice of engine. Don't like the engine? Stay away from the reply button.

    Nobody can diss the Quake engine when Quakis is around.Personally, I like that you folks work on old engines, it blows my fucking mind to see some of the things you can eek out of old technology... simply amazing.

  • ⌐■_■
    • November 18, 2007 at 8:50 PM
    • #36
    Quote from dissonance

    Nobody can diss the Quake engine when Quakis is around.Personally, I like that you folks work on old engines, it blows my fucking mind to see some of the things you can eek out of old technology... simply amazing.

  • Taylor
    • November 18, 2007 at 9:25 PM
    • #37

    Sigh. I accept the burn, I realise my original response would look overly trollish to people who don’t know D3adlode and I are basically virtual fuck buddies.

    I know people still map for Half-Life. I’m well aware people still map for Doom and Quake, and I think it’s very impressive what crops up for those engines by enthusiasts. But I still think engine is relevant here, what D3adlode is trying to do is horror, specifically survival horror - this is a genre that is 90% presentation and almost relishes in bad gameplay mechanics*.

    If you’re going to do a project where presentation is, essentially, the biggest part of the game, then I think the most logical thing you can do is take big steps in that direction. Like having an engine where your flashlight isn’t going to be a vertex light. Is it really such a giant taboo to point this out?

    Ever play the original Resident Evil after it had aged? Especially after the GameCube remake? I loved that game, but going back it was so feeble. The greats of Half-Life horror like Afraid of Monsters and They Hunger lack immersion now because the engine is washed out. Ever play Code Veronica? Okay, that had other problems, but looking like a PSX game didn’t help.

    Look at the reference from Silent Hill 3, the most effecient way to make something resembling that is developing on a newer engine, isn't it? And has a larger playerbase, and develops more relevant skills...

    It's okay, I had reeses for breakfast.

    * Ex: combat is clumsy and awkward so you don’t actually try and kill things. Silent Hill in particular has all the grace of a Thrust spaceship piloting through a bowl of treacle with a nailed plank strapped to it

  • curman
    • November 19, 2007 at 2:38 AM
    • #38

    I DON'T SEE AN APOLOGY IN THERE MR. TAYLOR

  • Taylor
    • November 19, 2007 at 8:50 AM
    • #39

    Are you expecting one? Hydeph out-dickheaded me by a mile.

  • D3ads
    • November 19, 2007 at 2:54 PM
    • #40

    Haha, I love Taylor.

    I'm hopefully going to be using the 'Paranoia' mod as a base for this project, which will enable bumps and an actual projected flashlight. In the Silent Hill games, each room is pretty unique, the textures for each wall are different and details like shadows and lighting are painted onto them, I've never noticed this in any other games, not even Resident Evil. If I can get the environments looking like SH2/3 I'll be pleased, I don't need occlusions and HDR, we'll see

    I like the combat in SH btw, since it's not meant to distract from the actual point of the game which is the storyline and puzzle solving. The actual fear factor never really comes from the creatures anyway, however disturbing, it's the fantastic use of sound and subtle set pieces that creep the player out.

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