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Ydiss is Offline
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Join Date: Jan 2002
Location: Nottingham, England
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Default 04-26-2003, 04:34 PM

Quote:
Originally Posted by Rannoch
Hey, how did you manage to get the sizes all right?
I usually end up resizing a whole building, after I test it. Even in editor, using the green man sized block as a reference, I still make stuff too small.
And too big is ugly.
Experience and trial/error. When I first created a few brushes for my first ever MOH map I realised it was all tiny.

Now I have a good idea what scale things are.

Even now I still have to resize some things to get it just right.

Once you have things in your map for reference then it gets easier to map larger areas without needing to test it for size.

In this map, for instance, I made pretty much all of the buildings to the same size (height-wise). First floor was so many units high, second floor so many more etc.

This way I rarely have issues with connectivity and messy mapping and I don't have to compile the map everytime I create a wall.

By the way... a good piece of advice for testing: Forget fast vis and fast light for compiling test maps. What I do is create the enclosing sky box (stopping any leaks) and then when I don't want to fully compile a map I just move one of the sky brushes so a deliberate leak is created.

This ensures VIS and Radiosity is ignored and compiles your map in the fastest possible time.

Oh, and to let you know what's happening with the test map: I went out with my girlfriend today and left the compiler running but it froze at 80% VIS. I think this is because I clicked on the MSDOS prompt screen (oops) which seems to have caused it to crash.

I've restarted a new compile so the map release time will be in around 4-5 hours (max). I'm going to create the scripting for it now.
  
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