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Yoshiro

In Soviet Russia, Yoshiro is a cake
Staff member
Oct 10, 2005
13,078
3,923
113
We suggest you hold off on mapping just yet (as there are still some important details we need to make some guides for).

But if you would like to start, grab the latest build of the UE3 UDK.

From there these are the base measurements:

We use a 320 based grid. A 320x320 piece is used as a floor, wall, or ceiling piece in a modular manner. Paste the following into *Editor.ini and save:

[GridSizes]
GridSize0=1.000000
GridSize1=2.000000
GridSize2=4.000000
GridSize3=8.000000
GridSize4=16.000000
GridSize5=32.000000
GridSize6=80.000000
GridSize7=160.000000
GridSize8=320.000000
GridSize9=640.000000
GridSize10=1280.000000


And these are the uu measurements for scale.

320 UU = 3 m
1 UU = 1 cm
Door height = 224 UU
Double door width = 256 UU
Single door width = 128 UU
Character height = 172 UU
 

Dub

FNG / Fresh Meat
Dec 5, 2011
778
83
0
Is using the SDK difficult? Never have I done it before.
 

LATTEH

FNG / Fresh Meat
Jul 13, 2010
284
35
0
So then there shouldn't be any problems bring in .udk and .upk? (since knowing you guys renamed RO2s map file to .roe)
 

Skell

Active member
Mar 21, 2013
1,245
2
38
On the Internet.
[GridSizes]
GridSize0=1.000000
GridSize1=2.000000
GridSize2=4.000000
GridSize3=8.000000
GridSize4=16.000000
GridSize5=32.000000
GridSize6=80.000000
GridSize7=160.000000
GridSize8=320.000000
GridSize9=640.000000
GridSize10=1280.000000
Is there a particular reason it's no longer 2^x?

I saw you wrote that you use 320x320, but why not just use 256x256 or 512x512? Also not quite sure what you mean by 'used in a modular manner'...
 
Last edited:

poosh

Grizzled Veteran
Jan 6, 2011
3,404
327
83
Is there a particular reason it's no longer 2^x?

I saw you wrote that you use 320x320, but why not just use 256x256 or 512x512? Also not quite sure what you mean by 'used in a modular manner'...

Probably due to wide screen aspect ratio (16:9). 1980 = 320x6.
 

canna

FNG / Fresh Meat
Aug 18, 2010
9
2
0
You can use grid size of 32 if you don't want to change your settings.
 

pixel

Active member
May 13, 2009
318
42
28
Russia
Can we please get the approximate Player model dimensions as well? It's 96*32*32 UU in UDK, but judging from the door frames i assume it's way bigger in KF2.
 
Aug 14, 2010
112
1
18
Tarragona (Spain)
The UT playermodel is too small for these dimensions. I think drawscale 1.75 is close enough.
You can use the command 'changesize' ingame or PIE to have a better sense of scale in first person.

Spoiler!


Or use Kismet to change your size everytime you spawn ingame.

Spoiler!
 
Last edited:

osmodeus

FNG / Fresh Meat
Jun 15, 2012
495
0
0
if you guys are using 320 unit modular building blocks does that mean you're constructing with prebuilt models?

i figure your using vertex colours for the blood system so you probably need a uniform grid across the maps surfaces.

i feel if thats the case that's probably just as important to know as the dimensions are.
 

MikuruKisune

FNG / Fresh Meat
Apr 18, 2015
33
0
0
Australia
We suggest you hold off on mapping just yet (as there are still some important details we need to make some guides for).

But if you would like to start, grab the latest build of the UE3 UDK.

From there these are the base measurements:

We use a 320 based grid. A 320x320 piece is used as a floor, wall, or ceiling piece in a modular manner. Paste the following into *Editor.ini and save:

[GridSizes]
GridSize0=1.000000
GridSize1=2.000000
GridSize2=4.000000
GridSize3=8.000000
GridSize4=16.000000
GridSize5=32.000000
GridSize6=80.000000
GridSize7=160.000000
GridSize8=320.000000
GridSize9=640.000000
GridSize10=1280.000000


And these are the uu measurements for scale.

320 UU = 3 m
1 UU = 1 cm
Door height = 224 UU
Double door width = 256 UU
Single door width = 128 UU
Character height = 172 UU

Just a question are we able to use your current modded version of UE3 for mapping? 'Im pretty new to map designing especially the programs is it all the same or does your modded version contain more content?'
 

pixel

Active member
May 13, 2009
318
42
28
Russia
Haven't seen this mentioned anywhere yet, so i drop it here.
Tripwire modular level design method implies wall and floor thickness to be 16 UU. Walls are built from outer and inner wall meshes with 16 UU space in-between them. Floors/ceilings use similar logic but they also submerged into walls by exactly 8UU (this stops light from leaking through floors i suppose).
If you want to use it in your maps open Mod_Tools_Exterior_Gameplay.kfm and learn how wall and floor meshes connect with each other. Once you gasp the concept, level building will be similar to playing with legos.