et player size


(stealth6) #1

I’m getting back into mapping :eek: but i recently formatted my computer and lost all my mapping links… :mad:

so could anybody tell my how big a ET player is in gtk, cause i remember seeing it on a site, it had the different sizes for doors, and such.

I wanted to know since I want to make a container that is just big enough :tongue:

also if anyboy has some good links I’d appreciate em.


(UJERebel) #2

http://games.chruker.dk/enemy_territory/measurements.php

This is probably the measurments site you are talking about, at least, i hope this will help.

And i got other great( lots) of mapping sites, just ask and ill see which can help you.

Grtz

Rebel


(stealth6) #3

ye that was the one!!!

thanks!


(shagileo) #4

I think the blue/red spawn entities should match the size of a player (standing, of course), or close to it.
Could be a handy reference when working with the radiant.


(Avoc) #5

Yes, the spawn entities are the size of a player.


(stealth6) #6

how do I get the size of the brush displayed? I thought there was a hotkey for it, but i can’t remember which one nd I’ve pressed most of my keys in radiant, but no effect.

like x: 64 Y: 64


(Sternschubser) #7

use

preferences/orthorafic

display size info


(stealth6) #8

that was the one thanks!


(stealth6) #9

If I bunch togther a group of brushes and make the func_group is there a way to select the whole group?

also this would be purely used for mapping purposes, so would it screw up something ingame or with scripting?


(Qualmi) #10

in 1.4 use “q” to display sizes.

for func_group. i never use that, but you could move one piece of the func_group, then type strg + z and it moves back with the effect that now the whole func_group is selected.


(UJERebel) #11

I think you can select everything in 1 entity with ctrl,+alt+E

Like a func_group, or a script_mover, ect, ect…
:stroggtapir:

Grtz

Rebel


(Xterm1n8or) #12

In 1.4, after you have turned several brushes to a func_group, you can select the whole group with Alt + Shift + Left click any brush belonging to that group.

Can’t seem to do the same in 1.5 Could be that i’m using Win 7 OS.


(UJERebel) #13

My explanation is about 1.5 , i never used 1.4, dont know wich verion you use…

Grtz

Rebel


(stealth6) #14

I use 1.5.0 latest version on vista (I hate vista)

and I have never used 1.4 (before I used 1.5 I used 1.3.8 xD)


(UJERebel) #15

I have 1.5 to on vista, so ctr alt E should work^^


(stealth6) #16

yep, works like a charm. next question:
when I try to compile my map (the first compile option) it takes around 5 minutes to compile my map :o
on my old computer it took around 15 seconds to do the first compile.

Anybody know a fix for this? Maybe:
-Newer q3map2 (64bit compatability?)
-external program for compiling?
-Change compatibility options??

oh ye I’m running GTK 1.5.0 nighty on Vista Ultimate 64bit (if it helps)

I tried messing around with affinities, but no change and I have a i7 so I dunno why it takes so long! lol


(-SSF-Sage) #17

[QUOTE=stealth6;199134]yep, works like a charm. next question:
when I try to compile my map (the first compile option) it takes around 5 minutes to compile my map :o
on my old computer it took around 15 seconds to do the first compile.
[/QUOTE]

I assume you are compiling exactly same map file. And I also assume that you have the last 1.5.0 (it is supplied with the last q3map2).


(stealth6) #18

yep and yep just takes ALOT longer :S


(stealth6) #19

back again :stuck_out_tongue:
still working on my map and I was wondering if anybody knows where the smoke tutorial is?
I know a saw a really good one on a site, but I don’t have the link anymore… :frowning:

Anybody know the site I’m talking about?
(also has tutorials for mirrors and bullet sensors)

Also the compiling taking so long could it have something to do with having too many structural brushes?
now I have accumulated 1534 brushes and i have completed 1/4 of the map and they are all structural could that be it? or the func_groups?


(Xterm1n8or) #20

Hi,

Don’t know about mirrors and bullet sensors, but there’s one about smoke here:

http://user.tninet.se/~fzo823r/smoke.htm

Having all structural brushes does take longer to compile. You sure they need to be? The ones’ that don’t you can make detail.

Also as far as i’m aware, func_group is just for the editor. I don’t think it has any relevance in-game. Not 100% sure on that though.

Edit: Apparently it does not impact map compiling or game performance in any way.