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 > > > _______________________________________________ > > > To unsubscribe, edit your list preferences, or view the list archives, > > > please visit: > > > http://list.valvesoftware.com/mailman/listinfo/hlmappers > > > > > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlmappers > > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlmappers > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlmappers
