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CodeNothing
01-31-2005, 10:34 AM
I'm making a multi player first person shooter map to sell on turbosquid.

My knowlage in 3D is limited to modeling, texturing and animating. I have no idea how big (in units) to make the map. Or if it even matters. Im assuming someone who buys the map will need to code it anyway. Put limits on things so you cant walk through walls and all that fun stuff. so do i even need to wory about what scale i make it? And if i do how big is the average character? (if there even is an average size)

thanx!

GLandolina
01-31-2005, 04:53 PM
I'm making a multi player first person shooter map to sell on turbosquid.

My knowlage in 3D is limited to modeling, texturing and animating. I have no idea how big (in units) to make the map. Or if it even matters. Im assuming someone who buys the map will need to code it anyway. Put limits on things so you cant walk through walls and all that fun stuff. so do i even need to wory about what scale i make it? And if i do how big is the average character? (if there even is an average size)

thanx!
Well its kind of pointless just making a map to sell on turbosquid, any good map for any good game will have to fit the game's theme, and if you just went and made a map out of nowhere it would be really bad to be honest,
Also, if your knoledge is limited as you say, why not make some maps for yourself untill you are of a level that is good enough to be employed.
Anyway if you throw what i said aside i will still help you:
The map and character sizes depend *entirely* on the engine, you will need to know what engine you are coding for, for example i worked in the halo engine before, and the character was 70 units tall, i then worked in another engine and the character was 200 tall! so to be honest you wont get far without a specific project in mind,
and btw; you seem to want to texture, model and animate your map.. most people only do one or in some cases 2 like modelling and texturing, but if your a beginner i REALLY advise sticking to either one, not all.

CodeNothing
02-01-2005, 01:53 AM
Thanks! thats what i was looking for!

but as for the map, I know it sounds wierd but people buy anything on turbosquid. I cant believe i make as much money as i do on that site.
But im not a "beginner" per say, I am prity skilled at modeling and texturing, i just have no knowlage about how they make a model usable in a game. My target buyers are independent game makers (guys basicly working out of there garage with friends) and MOD gamers. The map is going to be a desert/industrial map, so i think it will work with prity much anything. Although i have seen some prity wild mod maps!

Thanx again! :)

Venom908
02-01-2005, 05:27 AM
well..

it depends on what game its going to be for..as far as i know for the HL2 engine..1 unit in max/hammer/xsi/maya= 1 inch in the world

Confracto
02-01-2005, 06:59 AM
that's what the scale command's for....but then again, some programs are buggy that way and won't let you scale everything uniformly :P

NeoNautica
02-01-2005, 07:14 AM
Unreal uses a scale of 16 units in max = 1 foot

uncon
02-01-2005, 04:22 PM
I don't want to sound snobish or anything but why would any 3d engine/package have a default unit in feet or inches? Why not go metric, it just seems like things would be easier that way. I suppose when you get down to it the units are arbitrary as far as the computations go.

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