Thanks. Kind of ironic, actually- The ceilings I'm creating actually are 8
feet tall in most cases, meaning my 16U = 1F scale fits pretty well

On Mon, Jun 1, 2009 at 4:21 PM, Mike Zimmermann <[email protected]> wrote:

> Keep in mind though, that direct scaling with real life does not make thing
> realistic in video games. Video games have to take into account field of
> vision, aspect ratios, etc. In Source games, the rule of thumb for walls
> are
> to be 128 units high.
>
> To create the frame, just make a brush that is 112x56 and clip 4 units off
> each side and 4 off the top. So you have something like:
> _______
> ------------
> | |       | |
> | |       | |
> | |       | |
> | |       | |
>
> (I hate ASCII art but I'm at work so that's all I got)
>
> -Mike
>
>
> On Mon, Jun 1, 2009 at 2:34 PM, Nathan West <[email protected]> wrote:
>
> > That's wonderful... so would you recommend I bring everything up by a 4/3
> > scale, or just leave it all nice and grid snapped? I know in a normal
> case
> > it wouldn't make much of a difference, but I made the questionable
> decision
> > to map out a real world location, so I'm trying to be as accurate as is
> > reasonable. Also, on a totally different topic, how do I create a 112x56
> > frame around the 48x108 door?
> >
> > On Mon, Jun 1, 2009 at 2:45 PM, John Sheu <[email protected]> wrote:
> >
> > > 2009/6/1 David Speyrer <[email protected]>
> > >
> > > > Hammer entity fields that take distance are in units. Fields that
> take
> > > > speed are in units per second. These are inches and inches per second
> > by
> > > > default. We don't explicitly call them "inches" in Hammer because one
> > > could
> > > > make a mod where units are centimeters, bloits, or beard-seconds as
> > your
> > > > game required.
> > > >
> > >
> > > It's gotta be one pretty crazy mod, where linear dimensions are given
> in
> > > units involving reciprocal seconds.  (re: beard-seconds)
> > >
> > > -John Sheu
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