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First Person Shooter - The old man has been taken prisoner and HEIDI the A.I. that brought him to Sector 42 is assumed destroyed...

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Report RSS Map Scaling Test (view original)
Map Scaling Test
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Magrathean Author
Magrathean - - 87 comments

Video of this test: Youtube.com

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Description

In this shot we are testing out using Valve's Hammer editor for creating highly optimized BSP leaf-node maps that I can export into Incognito.

So, we made a texture pack with all textures for Incognito by converting all DDS to VTF with accompanied VMT's. Then we can make a simple mod in Source SDK to make custom maps for it, load those materials in there.

The goal is to increase production value of maps, since Episode 3 will be taking place INSIDE a single ship for the most part we need to force ourselves to create better maps.

Using testing textures from HL2 for now to get scaling correct. We need to find common unit numbers, things like the following need to be finalized and purpose of this:

*. Door width and height.
*. Ceiling height.
*. Hallway minimum width and height.
*. Making areas accessible for certain characters only (Fox can leap and jump, Wolf cannot do either of these things).

A perfect example of how we need to increase width and height of door is in first testing map, I kill a bunch of zombies in front of the door and then when trying to walk "over" them into the hallway their corpse's would raise Fox's head up to hit the door-frame. This of course is not acceptable and is factored into decisions.

Hope this gives some insight into how we get things done around here :)