BUILD Design Scales v1-24-2015 Release 18 © RTCM Corvin
Introduction |
Dukes Dimensions |
2D Mode Scale |
3D Mode Scale |
Building Standards |
Testing Results Introduction
The use of a scale in BUILD and ultimately in the Game is completely up to the author of the map, con, or art. You should not feel obligated to use the Generic Scale. Just stick to the tables and the pixels if it gets too confusing for you. For the Build Construction Standards and Testing Results, anyone should find them interesting as they provide valuable information on how your map will perform for the players movements, position and weapon usage.
Note about other BUILD Games: Each games uses a different scale than Duke. The Player character is normally larger in these games to allow the sprites and the world around them to be more detailed. The larger surfaces provide for the increased detail. If one converted a Duke Map to another game such as SW, Blood, or RR, the maps would seem smaller in height and length. Note about DOS Mapster: Allows for more precise measurements and grid sizes. Such as raise/lower floor by 1 or 2 pixels instead of the standard 4 pixels. If you see a z value with a decimal figure. It was tested with DOS Mapster. If you see a Approximate symbol like this ~. Then the measurement defiantly wasn't measured with Mapster, the true value is defiantly less. Please if you find errors in this document or have better measurements please
let me know ASAP.
Dukes Dimensions
Duke3D v1.5 =======================================================================================
(From GT Interactive Web Site) ______ <-------- |\ !\ \ ~ 11y or 22 pixels | \ ! \ \ | ----!-- <--------- | | ! | | | | ! | | | | ! | | | | ! | | 10.75z Key Presses (43 pixels) | | ! | | |--|-- ! | | \ | \ | | \ | \| | ------- <--------- ^ ^ | | | | | | ------ ~ 11x {9x In Editor} or 22 pixels (18 pixels In Editor) Technical Notes: For collision in the X,Y plane, sprites are treated as an
axis-aligned square. The "radius" of the square is determined by spr[?].clipdist.
By radius of a square, just imagine a circle is drawn inside the square,
touching all 4 edges. Here's an excerpt about it from BUILD.TXT: - Made
sprite[].clipdist work as the FACE SPRITE'S clipping For height collision of sprites, Build uses the y-dimension of the texture
(as you would see in Editart), multiplies it by the y-scale of the sprite (spr[?].yrepeat).
You need to shift this product up 2 bits (multiply by 4) to convert it to BLD Z
units.
2D Mode Scale
+ Y | | | X------+------Width | | | - Length
3D Mode Scale
The BLD Units in 2D mode are measured differently than they are in 3D Mode. For an
example 1024 in 3D Mode does not equal 1024 in 2D Mode. Clarified; 1024 zBLD Units is 4
pixels while in 2D Mode 1024 x,yBLD Units is 64 pixels. A big difference. If you get
confused, only refer to the pixel measurements to find your scale. -Max height, from floor to ceiling. = 16z or 16,384 BLD Unit or 64 pixels.
Which is 8z above and below centerline. Formula:
*Use the [END] key and [PGUP] or [PGDWN] keys to move by 2 pixels.
Building Construction Standards
Duke must be in scale with his surroundings, to avoid the 'little mouse' or 'giant' effect you get in many user-created levels. You don't want door knobs in your face and you want cover to hide all of Duke. Try using the Duct texture as your guide for scaling. It is as high and wide as the largest square on the grid. (64x64 pixels) This way you can draw out a map and build it in exact scale. (It's almost 10 feet square, read above.) When making a room, the ceiling is between 3-5 above a level where you're forced to crouch.) Remember, when you lay down a sprite, be it a chair, dancing girl, trash can, or whatever, don't assume it's automatically the correct size. And don't assume we won't notice it if you decide to leave it as-is (unless, of course, the map calls for irregularly sized objects). It can often make the difference between a so-so level and a great one. If mappers want their textures to line up properly, they should be using standards. As textures tend to have dimensions in powers of 2, wall heights should also be in powers of 2. 16 key presses will tile your textures properly. You may prefer 20 key presses (with 16 for doors), so put 2 key pressed high "trim" around the top and base of the wall to keep things tiling right.
How high is the actual visible Duke Player sprite? 13 In the Editor. Not sure what it is in game? What's largest grid size one equal to in vertical key presses? 16 wide. What's the smallest grid size six equal to in vertical key presses? 8 wide. How high is a standard room height? 16 for normal to 18 for common and 20 for taller. In a house you want about 8FT high. How high and wide do you make a door? 11 or 12, Two and a half times wider than the player or on Grid2 make it as wide as that and as thin as possible using the Grid6. Interior House Door is 6FT 8Inches high. How high and wide to you make swinging doors? 14, and bit wider than the player. For thickness try Grid6 and use one block. How high for a table, sink or counters? 5 or 6. This is one or two more than Duke can climb over but not high enough to get in the way if the player uses the RPG. How high, wide, deep for a Refrigerator/Freezer Combo? 68 Inches , 30 Inches , 24 Inches. Duke is tall enough to see over this. How High for a Window Sill? 6. This enables Duke to be hidden from view when crouching, and he cannot run over the obstruction. How high for stair steps? 1 for long stairs, 2 for a standard or 3 for large. Two allows Duke to glide up them, without creating that 'bumpy' look when ascending stairs, or making the player jump up the stairs (when's the last time you had to jump up a step?) How high to place vents? 8
Testing for Right Of Way and Weapon Line Of Sight
These measurements are accurate to the best of my current knowledge. They have been tested
a numerous times. To fully
use this chart you do need to understand that a z is measured by Key Presses [PGUP] or [PGDWN]
keys.
Weapon Results
Witchaven
Witchaven II v2.0g and EGwhaven v2.0g+
(These default dimensions are hard-coded)
The Characters Extreme Box Dimensions on the x and y are based in the smallest Grid (Grid 6): ______ <-------- |\ !\ \ ~ 9y (18 pixels) | \ ! \ \ | ----!-- <--------- | | ! | | | | ! | | | | ! | | | | ! | | 16.75z Key Presses (67 pixels) | | ! | | |--|-- ! | | \ | \ | | \ | \| | ------- <--------- ^ ^ | | | | | | ------ ~ 9x (18 pixels) The Witchaven II Level Editor documentation indicates a 64 pixel high tile is approximately 10 ft. That would make the player sprite in game taller than that. So we will have to ignore that and go with a more adequate scale. The WH1 manual also gives outrages FT values for the weapons, those need to be ignored also.
1 pixel = 1.071428571428571
Formula to make scale: Weapon Action (Default)
- Fist: 1024 BLD Unit (64 pixels) [5.72 feet]
BLD Units Sourced from the WH2 source code.
Player Action
- Max. height to see over, standing: 16.75z
(#)In EGwhaven source modification the Jump Height was reduced for the better.
Shadow Warrior
Shadow Warrior v1.2
(These default dimensions are hard-coded)
The Characters Extreme Box Dimensions on the x and y are based in the smallest Grid (Grid 6): ______ <-------- |\ !\ \ ~ 17y (34 pixels) | \ ! \ \ | ----!-- <--------- | | ! | | | | ! | | | | ! | | | | ! | | 17z Key Presses (68 pixels) | | ! | | |--|-- ! | | \ | \ | | \ | \| | ------- <--------- ^ ^ | | | | | | ------ ~ 17x (34 pixels)
Blood
Blood v1.21
(These default dimensions are hard-coded)
The Characters Extreme Box Dimensions on the x and y are based in the smallest Grid (Grid 6): ______ <-------- |\ !\ \ ~ 13y (26 pixels) | \ ! \ \ | ----!-- <--------- | | ! | | | | ! | | | | ! | | | | ! | | 17z Key Presses (68 pixels) | | ! | | |--|-- ! | | \ | \ | | \ | \| | ------- <--------- ^ ^ | | | | | | ------ ~ 13x (26 pixels) Player Action
- Max. height to see over, standing: 17z *** Notes on Blocks: Measurements are based on the Grid 6 Blocks.
|