A question of scale

Archive of the old editing forum
Forum rules
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
Locked

Which is better?

Big version (2x size of small versionl)
2
50%
Small version (1/2x size of big version)
2
50%
 
Total votes: 4

User avatar
BetaSword
Posts: 650
Joined: Fri Jul 02, 2004 10:53 am
Location: Doing some stuff.

A question of scale

Post by BetaSword »

Well, I've come to a bit of a problem with my Megaman Legends wad. Basically, the way it is, all the textures fit correctly and all, but it's small. Not as in, the whole size of the thing, that's rather big. But small as in compared to the character. You see, playing Megaman Legends, you'd get something like this:

Image

Now, the original way I had things would give it a scale like this:

Image

Note the fact that I can't have cool door-trim stuff because Doomguy is just too tall. So I tried increasing the size of that area, and I got this:

Image

The floor textures tile more because those weren't high-res to begin with. But anyways, this would allow for the door-trim and such, but would also require me to basically rebuild the whole thing in a sense, as I'd have to first scale everything to twice as big, and then go through individual secotrs and scale their heights properly. And then I'd have to go through HIRESTEX and double everything's scale, and add in all the things that didn't need to be rescaled. Only problem with this, though, is that things you need to jump to become twice as high. Jump height would have to be altered twice, in stead of once, as I currently have it. Once at startup to give inherenlty higher jump height (so you can jump up on something 64 units high), and the jump springs upgrade would have to be changed to allow jumping on things that are 128 units high.

Soo... I need some opinions. Keep the small size, and have things be somewhat off, or go with big size, and have scale match the reletively small (as compared to DoomGuy) Megaman, and allow for door-trim, and also put me through more work (not like I have been lately anyways).

Oh, and feel free to post why you think a certain way.
User avatar
Siggi
Posts: 3288
Joined: Sun Oct 03, 2004 8:57 am
Preferred Pronouns: They/Them
Location: South Africa

Post by Siggi »

Wouldn't the doubled size allow you to add the funky door trims?
User avatar
BetaSword
Posts: 650
Joined: Fri Jul 02, 2004 10:53 am
Location: Doing some stuff.

Post by BetaSword »

Indeed, it would, but it would also require me to basically redo the entire map, scaling it horizontally and vertically, including all 3D floors, and then change all the HIRESTEX values. I mean, it probably wouldn't take too long... But meh.

I'll probably end up just trying it out to see if it works out well enough.
User avatar
chopkinsca
Posts: 1325
Joined: Thu Dec 11, 2003 5:03 pm

Post by chopkinsca »

The larger version I think would be a better choice, as it would give more of the large-room feel that the megaman game had (I didn't play much of it though). But as you said, it would take some work to resize everything.
User avatar
BetaSword
Posts: 650
Joined: Fri Jul 02, 2004 10:53 am
Location: Doing some stuff.

Post by BetaSword »

Hmm... In the process of scaling the height (DoomBuilder makes scaling the horizontal-ness easy), and it seems to be working well. Sure things look shitty at the moment thanks to over-tiling textures, but hopefully soon I'll fix that, too, then import the actual Megaman graphic, stand it up against a wall, and see how it compares.
User avatar
Jehar
Posts: 67
Joined: Sat Jun 04, 2005 1:30 am

Post by Jehar »

(Shot in the dark) Isn't there a player scale function in acs or decorate somewhere? W\Couldn't that solve the whole issue?
User avatar
BetaSword
Posts: 650
Joined: Fri Jul 02, 2004 10:53 am
Location: Doing some stuff.

Post by BetaSword »

You can change height with FSGLOBAL, but I haven't figured out how to change shooting height, or width.

After I actually finish scaling everything and do a runthrough to make sure everything is still accessible, then maybe I'll post more shots to compare.
User avatar
wildweasel
Posts: 21706
Joined: Tue Jul 15, 2003 7:33 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): A lot of them
Graphics Processor: Not Listed
Contact:

Post by wildweasel »

You can change the shooting height by recoding the weapon in Decorate, I think. And the player width can be done in DeHackEd.
Locked

Return to “Editing (Archive)”