[QUOTE=lonefirewarrior;23704252]You sir are insane for taking on this challenge. I wish you luck.[/QUOTE]
[QUOTE=Chezburger;23704020]You want to do that whole map? That's quite alot of work![/QUOTE]
Thanks, I want to do as much as possible :)
[QUOTE=BmB;23704275]Hammer doesn't give a shit what you think a unit is.[/QUOTE]
Never said it did. Just pointing put that Valve programmed Hammer with 1 unit= 1 inch in mind.
[QUOTE=BmB;23704275]Hammer doesn't give a shit what you think a unit is.[/QUOTE]
But if the whole 0.75 shit was right gordon would be a midget :c
We should try that, just to know how it would play!
[QUOTE=MacHaddock;23705283]But if the whole 0.75 shit was right gordon would be a midget :c[/QUOTE]
He is.
[img]http://imageshack.dk/imagesfree/gPI17144.jpg[/img]
Doors usually aren't twice as big as people.
Perhaps City 17's Architect was a Giant?
It's to do with Source's camera. If you build geometry relative to character model size then it looks too small and claustrophobic. So Valve set the standard wall height to 128, or twice the height of the player's camera.
The 1 unit = 1 inch comes from the scale used for player models and at the enormity of something the size of the Burj Khalifa, I hardly think it matters too much which scale you use.
Bullshit, there's no camera setting that will make things look "small and claustrophobic". It's physically impossible.
The real reason is your collision cube is fatter than gabe and you run at 20mph by default or something.
[QUOTE=BmB;23710874]Bullshit, there's no camera setting that will make things look "small and claustrophobic". It's physically impossible.
The real reason is your collision cube is fatter than gabe and you run at 20mph by default or something.[/QUOTE]
The collision hull of a player is only 33 units wide and 73 tall which isn't some massive bloated piece of shit. I mean, you quoted the bloody Source dimensions page yourself, you should know this before trying to palm off crap.
Walking: 6.4 mph
Running: 8.1 mph
Sprinting : 14 mph
Seriously, go make a corridor which is 112 or so units high and wide and then tell me it doesn't look like gordon is suddenly a 9ft high leviathan.
It's a [b]cube[/b]. I'm guessing off a wild tangent it has at least 3 or 4 times the volume of a human being.
And yeah, look at that, 8mph by default. That's fucking kenyan fast.
Also the camera is positioned at the top of the head. I'm not sure what 112 units is, but without a proper correction for view height I'm sure it could look small.
The wildly inaccurate viewmodels don't help either, as perceived arm height can really make a huge difference in determining scale. The "proper" scale of HL2 is a carefully arranged illusion. And frankly there's no good reason for it. If you look at something like Arma II which is completely to scale even smaller spaces look natural. It's hardly impossible to achieve...
Even Halo manages to look normal even though you [i]are[/i] a 7 feet something monster.
And Halo is pretty much completely to scale save for a few liberties with the internal layout of PoA.
[QUOTE=Lord Pirate;23709191]It's to do with Source's camera. If you build geometry relative to character model size then it looks too small and claustrophobic. So Valve set the standard wall height to 128, or twice the height of the player's camera.[/QUOTE]
Not really. This 128 wall standard (and a couple of others) stands on it's own simply because the texture alignment tool works with multiples of 2 better because it can't be any more precise. Most props, the player and everything else is 1 inch to 1 unit. Source doesn't project any different from any other 3d application. In my opinion this mix of scales just looks ridiculous, especially when you walk through a door and you're the height of an 8 year old. It's noticeable but only slightly less standing in a regular room.
[editline]12:05AM[/editline]
[QUOTE=BmB;23712825]It's a [b]cube[/b]. I'm guessing off a wild tangent it has at least 3 or 4 times the volume of a human being.
And yeah, look at that, 8mph by default. That's fucking kenyan fast.
Also the camera is positioned at the top of the head. I'm not sure what 112 units is, but without a proper correction for view height I'm sure it could look small.[/QUOTE]
It's not a cube. Camera position is at 64 units, where the eyes would be if it was 6 foot tall. Which it is. 72 units tall. 32 wide.
[editline]12:07AM[/editline]
[QUOTE=BmB;23712825]The "proper" scale of HL2 is a carefully arranged illusion. And frankly there's no good reason for it. If you look at something like Arma II which is completely to scale even smaller spaces look natural. It's hardly impossible to achieve...[/QUOTE]
That's basically what I feel about it, but you can make good progress in to getting a proper scale by using 1 unit = 1 inch everywhere.
Yeah whatever, cuboid.
This would be the shit in ue3.
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