Any way to load a reference image?

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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cj31387
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Joined: Fri Dec 27, 2013 9:10 am

Any way to load a reference image?

Post by cj31387 »

I have a sketch of a level I drew in photoshop. Is there anyway to load a reference image into gtkradiant and then block out the level on top of that?
obsidian
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Joined: Mon Feb 04, 2002 8:00 am

Re: Any way to load a reference image?

Post by obsidian »

Plugin toolbar, first 4 icons.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
cj31387
Posts: 4
Joined: Fri Dec 27, 2013 9:10 am

Re: Any way to load a reference image?

Post by cj31387 »

Thanks, anyway to do that in 1.5 ? also whats the scale. How many grid blocks is a average player height?
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mrd
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Joined: Sat Mar 25, 2000 8:00 am

Re: Any way to load a reference image?

Post by mrd »

Player height is 80units IIRC, which is something like 7 feet in the real world.
cityy
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Re: Any way to load a reference image?

Post by cityy »

Player model height is 54 units. :)
www.ferdinandlist.de/leveldesign
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: Any way to load a reference image?

Post by obsidian »

Scale is difficult to judge in Q3 due to the exaggerated physics of the game as well as the exaggerated FoV. The player runs and jumps much faster and higher than a real person would. So the game world scale needs to be equally exaggerated to compensate. The camera height and field of view also affects the scale that the world looks to the player.

The player hitbox is the same size as the info_player_deathmatch entity: 32x32x56. A standing player model roughly fills that volume, though they do vary largely in size (compare the volume of space that Tank Jr. takes up compared to Crash). Most player models are slightly taller than the hitbox, probably averaging around 64 units.

Due to the physics of the game, the player can easily jump over their standing height, so a head clearance of 128 units is a minimum. Doorways are usually a minimum of 128x128, which relative to the size of the player model is absolutely huge, but it "feels" right when playing the game because you need that much space to run or jump through the doorway without smacking into something. Due to camera height and FoV, it doesn't look that much out of place when playing the game, unless you are running around in third-person.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
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