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Need help with scaling a room! *headdesk*


D3ads

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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;

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:

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.

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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.

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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.

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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.

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

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