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GoldenEye 007 Nintendo 64 Community, GoldenEye X, Nintendo 64 Games Discussion GoldenEye Cheats, GoldenEye X Codes, Tips, Help, Nintendo 64 Gaming Community
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Grizzly Evans Agent

Joined: 21 Aug 2009 Posts: 11
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Posted: Fri Aug 21, 2009 8:52 pm Post subject: The size of things in a map; walls, doors, etc |
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I have came up with an idea to create a map based on a oil rig that will have you start near a boat then adventure into a desert oil line. I am wondering what the sizes of basic things in the game are? |
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radorn 007


Joined: 23 Sep 2007 Posts: 1424
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Posted: Sat Aug 22, 2009 12:47 am Post subject: |
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There's 2 things in GE that determine the apparent size of things on screen.
Measures of the 3d models in units and the SCALE they are applied.
All original levels are sized at different scales, and so are most custom maps, as far as I know. I myself worked on this a bit before to try to determine what the real scale of things in the GE engine was. I mean, all the scale stuff is done so model units are scaled to what I call (in lack of a better term) "Engine units", which are the actual size things are when you play and not in the models before the scaling.
My conclusion was that, in GE, units are equivalent to real world metric centimeters.
There's a couple of other posts arround where I delve a bit more about how I came to this conclusion. I'll search for them if you really want to read them, but the basic idea is that, if you model your stuff using units as if they were centimeters, you can import your levels at 1.0 scale and they will be just the right size.
Keep in mind that this makes for a maximum room size of arround 655 meters from side to side (lol, quite big, actually), given the 16bit signed coordinate system the BG files use that SubDrag talked about in a recent thread.
If you need rooms bigger than that you may need to use a smaller scale and augment the size equivalency of units (like making 1 unit equal to 2 centimeters instead of 1 and use 0.5 scale). |
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Dragonsbrethren Hacker


Joined: 23 Mar 2007 Posts: 3058
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Posted: Sun Aug 23, 2009 10:50 am Post subject: |
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If the editor you use supports using a non-power of two grid (or you're comfortable modeling without a grid), I would take radorn's advice and measure in centimeters. Doors are usually about twice as tall as they are wide (some stages, like Facility, have them a little taller). If you're working with a power-of-two grid, however, I recommend modeling to that grid and importing at Facility's scale. Facility was modeled on a power of two grid, so this will scale your map down to the correct size. A door at Facility scale is 128 units wide, opposed to 100 at 1.0 (centimeter) scale. |
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Grizzly Evans Agent

Joined: 21 Aug 2009 Posts: 11
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Posted: Sun Aug 23, 2009 11:04 am Post subject: |
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Thanks you two so much for the help, this map making crap is hard to grasp at first.
also i use hammer, should of told you that huh. |
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radorn 007


Joined: 23 Sep 2007 Posts: 1424
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Posted: Sun Aug 23, 2009 12:43 pm Post subject: |
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Grizzly Evans wrote: | Thanks you two so much for the help, this map making crap is hard to grasp at first.
also i use hammer, should of told you that huh. |
Then you are probably better off with DB's advice.
I never used hammer though, and in my first attempts I would probably try to adapt it to work without a grid or with a grid of 1x1 or something so I could do my centimeter thing, but then again that may not work too well with hammer at all, I don't know xD, so if you are going to use hammer, better do what the hammer experts say. |
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