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Level Design Important Info for Mapping

Yoshiro

Senior Community Manager
Staff member
  • Oct 10, 2005
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    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
     
    [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:
    Upvote 0
    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:
    Upvote 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.
     
    Upvote 0
    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?'
     
    Upvote 0
    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.
     
    Upvote 0