Killing Floor

Killing Floor

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KF Unit Scale and Helpful Info for SDK
I just wanted to share some basic knowledge with anybody who may read this who may be new to Killing Floor Mapping/Modding.

The official units used are inches, were 1 Unreal Unit = 0.75 inches in real world scale. So 16 UU would be = to 1 foot. In whatever program you use to model in, simply make sure your units in that program match this, and that the grid itself uses the power of two only, preferably 8, and move up from there as needed (16,32, etc.) but rule of thumb best suits starting at a snapping of 8 in the SDK, so same should be for grid spacing in units, unless your doing something like big rooms, or outer things like facades of buildings, then move snapping up to 16. As long as you keep to the power of 2, you will be just fine when modeling in another program. Just make sure, triple check even that your grid setup in say 3DS Max, Maya, or Blender, is as above and so are the units, this way, when you export a .ASE file for say a static mesh, it will scale properly when imported.

Best way to test this? Make a Player Scale Box in the SDK:

H: 108 min, but 112 works best for me. W: 60 or 64 B: Same as width.

Once you make this using the BSP cube brush and add it to the world, texture it, then go into a 3D program, and do the same thing. Create a player scale box, and if you have done everything correctly when it comes to proper unit conversion and scale, when this mesh is imported and you add it to your map, when you move it next to the BSP version, the both of them should be the exact same size. If need be, move the mesh into the BSP from a top wire frame view. This way, once you do this, all you need to do is make sure it aligns to the bottom of that BSP as well, and you should see what they call a Z glitch were both models try to fight for dominance of the same space and it creates a weird glitch back and forth between the mesh faces (selected green) and the BSP surfaces.

So now that you know everything you export out of your 3D program will be of proper scale when imported into the SDK, now come some common scales for some very common things such as:


Single Door Size: H:144 W:80 B:8 (Official Scale)

Single Door Frame Size: H:150 W:92 B:32 (Official Scale)

Single Window Frame Size: H:156 W:88 B:16 (Official Scale)

Single Wall Size: H:216 W:256 B:16 (Official Scale)

Floor/Ceiling Size: H: 8 or 16 W:256 B:256 (Official Scale)

You can mess around with some dimensions but I would say those work pretty well for pathing if you do it properly. But as long as you use those as a guide, and you go no smaller, you should be fine with whatever you create. Many of those dimensions I tested out myself, and even made the BSP brush Cube fit the exact size of the 3D meshes, this way any space you cut out of the BSP for Doors or windows, will be of proper size for the meshes you will fill them in with, including the frames.

So far, I've kept to these dimensions and every map I've worked on fits perfectly.
Last edited by xXUmbrellaAgentXx; 18 Mar @ 6:41pm