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Unit and Building (gap) sizes in pixels - Page 2

Forum Index > Brood War Strategy
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Clasic
Profile Blog Joined January 2009
Bosnia-Herzegovina1437 Posts
June 08 2009 18:55 GMT
#21
Very raw shit good job. Should go on liquipedia.
No no no no its not mine!
KwarK
Profile Blog Joined July 2006
United States44205 Posts
June 08 2009 18:56 GMT
#22
Finally something that explains why darks can't go down the narrow ramps on 815.
ModeratorThe angels have the phone box
omninmo
Profile Blog Joined April 2008
2349 Posts
June 08 2009 18:56 GMT
#23
thanks alot for this man. better than any wall guide ever. i have always wanted this.
as the saying goes... "teaching fisherman is better than just giving out fish"
Yurebis
Profile Joined January 2009
United States1452 Posts
June 08 2009 19:01 GMT
#24
On June 09 2009 03:25 GHOSTCLAW wrote:
normal users can't edit the template, and most of the admins can't edit them becuase they don't know how...(black magic).

Um, we should be able to add this to the template, hopefully soon. PM me if it doesn't get added in the next 2 weeks or so (added onto every unit - intothewow already said he would add it tonight...)

Sure thing.
Power corrupts. Absolute power corrupts absolutely.
spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
June 08 2009 19:22 GMT
#25
For cliffs, open up SCMDraft2 and go into unit mode. Select any Building and a gray layer will show all unbuildable tiles, those are always 32x32 of course. Select any ground unit and it will show the unwalkable minitiles. Every tile is made up of 16 minitiles (8x8pixels), and each of those can be unwalkable individually.

In the old tilesets, unwalkability goes nicely along with the design, in the broodwar tilesets blizzard was quite sloppy and made really weird shapes...
If you have a good reason to disagree with the above, please tell me. Thank you.
stet_tcl
Profile Blog Joined May 2008
Greece319 Posts
June 08 2009 19:23 GMT
#26
This is amazingly good. Good work!
Yurebis
Profile Joined January 2009
United States1452 Posts
June 08 2009 19:41 GMT
#27
On June 09 2009 04:22 spinesheath wrote:
For cliffs, open up SCMDraft2 and go into unit mode. Select any Building and a gray layer will show all unbuildable tiles, those are always 32x32 of course. Select any ground unit and it will show the unwalkable minitiles. Every tile is made up of 16 minitiles (8x8pixels), and each of those can be unwalkable individually.

In the old tilesets, unwalkability goes nicely along with the design, in the broodwar tilesets blizzard was quite sloppy and made really weird shapes...


I did not know that! Thank you for pointing that out! It's still hard but it's 50x easier if the map editor shows you the good stuff already. Plus it's only blocks of 8x8, I thought those were curves down to the 1x1 when I tried to "feel" it...

I'll see if I can make any sense out of these..
Power corrupts. Absolute power corrupts absolutely.
myzael
Profile Blog Joined November 2008
Poland605 Posts
June 08 2009 19:48 GMT
#28
I would say, you are the Patience Master Astounding work.
It explains core+nexus wall (vide blue storm), as this combo is zergling-proof horizontally.
SirNukes
Profile Joined April 2009
18 Posts
June 08 2009 20:16 GMT
#29
I checked a few of your numbers in DatEdit and they generally match up. Marine, SCV, Command Center, and Sunken Colony are all the same, but the Supply Depot had different numbers. DatEdit says it should be 10 on left, 9 on right, 10 on top (here it differs), and 5 on bottom.

I made a quick map with a supply, creep, supply built vertically and tested it with a zergling; the ling could not pass above the creep and under a supply (to be expected, for a 13 pixel gap and a 16 pixel ling) but could pass under the creep and above a supply (18 pixel gap using DatEdit's numbers, but only a 14 pixel gap using your numbers). I will go through and check the other numbers in a little bit if no one beats me to it.
Yurebis
Profile Joined January 2009
United States1452 Posts
Last Edited: 2009-06-08 20:54:42
June 08 2009 20:47 GMT
#30
If the dat file says that, it's most certainly correct! x-tra editor sucks. My entire data is compromised. I might as well just do it right this time and use that to verify everything (something I should have done from the start)

Oh yeah, and thank you.
Power corrupts. Absolute power corrupts absolutely.
SirNukes
Profile Joined April 2009
18 Posts
June 08 2009 21:05 GMT
#31
Ok, I checked the others. Here are the ones DatEdit disagrees on:
Broodling, 19x19
Carrier, 64x64
Spawning Pool, 7 on right, 13 on bottom
Pylon, 20 on top, 16 on left
Assimilator, 4x2 (not really a DatEdit disagreement, just a typo)
Arbiter Tribunal, 4 on left, 3 on right
Robotics Support Bay, 16 on left, 15 on right (I think you just reversed these)
Supply Depot, 10 on top (I already mentioned this one)
Science Facility, 10 on top

Since DatEdit gives unit dimensions as left/right/up/down offsets from a center pixel which is oriented to the lower right of the center of a grid, I had to jump a lot of little mental math hoops to check the numbers. I tried to be careful, but I could always have messed up somewhere. Hope this helps.
Yurebis
Profile Joined January 2009
United States1452 Posts
Last Edited: 2009-06-08 21:12:05
June 08 2009 21:11 GMT
#32
On June 09 2009 06:05 SirNukes wrote:
Ok, I checked the others. Here are the ones DatEdit disagrees on:
Broodling, 19x19
Carrier, 64x64
Spawning Pool, 7 on right, 13 on bottom
Pylon, 20 on top, 16 on left
Assimilator, 4x2 (not really a DatEdit disagreement, just a typo)
Arbiter Tribunal, 4 on left, 3 on right
Robotics Support Bay, 16 on left, 15 on right (I think you just reversed these)
Supply Depot, 10 on top (I already mentioned this one)
Science Facility, 10 on top

Since DatEdit gives unit dimensions as left/right/up/down offsets from a center pixel which is oriented to the lower right of the center of a grid, I had to jump a lot of little mental math hoops to check the numbers. I tried to be careful, but I could always have messed up somewhere. Hope this helps.

Rofl I know, I'm still stuck trying to figure out the Command Center dimensions, and that one is right
I kinda figured there had to be an extra pixel for the center, but I thought it was aligned to the upper left? Oh never mind, I got it backwards. It's bottom right alright because less pixels to the upper left makes it have a wider gap (by 1 pixel...)
I'm gonna update the stuff with your numbers, and try to double check them myself.

edit: left<->right. Got it.
Power corrupts. Absolute power corrupts absolutely.
jello_biafra
Profile Blog Joined September 2004
United Kingdom6642 Posts
June 08 2009 21:54 GMT
#33
Thanks Yurebis !, I was curious exactly how different building placements worked and the exact size of the units.
The road to hell is paved with good intentions | aka Probert[PaiN] @ iccup / godlikeparagon @ twitch | my BW stream: http://www.teamliquid.net/video/streams/jello_biafra
Yurebis
Profile Joined January 2009
United States1452 Posts
June 09 2009 04:07 GMT
#34
Ok, using DatEdit now.
I manually (noooo) put down all the pertinent building dimensions in a list and parsed it using my leet python skillz (lol). The result is this list which may be exact save typing errors as I typed the database in:
+ Show Spoiler +
=================Building Name: top, <-, ->, bottom (width x height)
______Terran Command Center: 7, 6, 5, 6 (4x3)
________Terran Comsat Station: 16, -5, 0, 6 (2x2)
___________Terran Nuclear Silo: 16, -5, 0, 6 (2x2)
__________Terran Supply Depot: 10, 10, 9, 5 (3x2)
______________Terran Refinery: 0, 8, 7, 0 (4x2)
_____________Terran Barracks: 8, 16, 7, 15 (4x3)
_____________Terran Academy: 0, 8, 3, 7 (3x2)
______________Terran Factory: 8, 8, 7, 7 (4x3)
______________Terran Starport: 8, 16, 15, 9 (4x3)
_________Terran Control Tower: 8,-15, 3, 9 (2x2)
_______Terran Science Facility: 10, 16, 15, 9 (4x3)
___________Terran Covert Ops: 8,-15, 3, 9 (2x2)
__________Terran Physics Lab: 8,-15, 3, 9 (2x2)
_________Terran Machine Shop: 8, -7, 0, 7 (2x2)
_______Terran Engineering Bay: 16, 16, 15, 19 (4x3)
_______________Terran Armory: 0, 0, 0, 9 (3x2)
__________Terran Missle Turret: 0, 16, 15, 15 (2x2)
_______________Terran Bunker: 8, 16, 15, 15 (3x2)
____________Norad II (Crashed): 0, 0, 0, 0 (3x2)
_________________Ion Cannon: 0, 0, 0, 0 (3x2)
_____Infested Command Center: 7, 6, 5, 6 (4x3)
_______________Zerg Hatchery: 16, 15, 14, 15 (4x3)
___________________Zerg Lair: 16, 15, 14, 15 (4x3)
___________________Zerg Hive: 16, 15, 14, 15 (4x3)
____________Zerg Nydus Canal: 0, 0, 0, 0 (2x2)
___________Zerg Hydralisk Den: 0, 8, 7, 7 (3x2)
___________Zerg Defiler Mound: 0, 16, 15, 27 (4x2)
___________Zerg Greater Spire: 0, 4, 3, 7 (2x2)
___________Zerg Queen's Nest: 4, 10, 15, 3 (3x2)
_______Zerg Evolution Chamber: 0, 4, 15, 11 (3x2)
_________Zerg Ultralisk Cavern: 0, 8, 15, 0 (3x2)
____________________Zerg Spire: 0, 4, 3, 7 (2x2)
____________Zerg Spawning Pool: 4, 12, 7, 13 (3x2)
_____________Zerg Creep Colony: 8, 8, 8, 8 (2x2)
_____________Zerg Spore Colony: 8, 8, 8, 8 (2x2)
____________Zerg Sunken Colony: 8, 8, 8, 8 (2x2)
____Zerg Overmind (With Shell): 16, 0, 0, 7 (5x3)
_________________Zerg Overmind: 16, 0, 0, 7 (5x3)
________________Zerg Extractor: 0, 0, 0, 0 (4x2)
______________Mature Chrysalis: 0, 0, 0, 0 (2x2)
________________Zerg Cerebrate: 0, 8, 15, 0 (3x2)
________Zerg Cerebrate Daggoth: 0, 8, 15, 0 (3x2)
_______________Protoss Nexus: 9, 8, 7, 8 (4x3)
_____Protoss Robotics Facility: 16, 12, 7, 11 (3x2)
_______________Protoss Pylon: 20, 16, 15, 11 (2x2)
___________Protoss Assimilator: 0, 16, 15, 7 (4x2)
__________Protoss Observatory: 16, 4, 3, 3 (3x2)
_____________Protoss Gateway: 16, 16, 15, 7 (4x3)
________Protoss Photon Cannon: 16, 12, 11, 15 (2x2)
_______Protoss Citadel of Adun: 8, 24, 7, 7 (3x2)
______Protoss Cybernetics Core: 8, 8, 7, 7 (3x2)
______Protoss Templar Archives: 8, 16, 15, 7 (3x2)
_______________Protoss Forge: 8, 12, 11, 11 (3x2)
_____________Protoss Stargate: 8, 16, 15, 15 (4x3)
____________Stasis Cell/Prison: 0, 0, 0, 0 (4x3)
_________Protoss Fleet Beacon: 0, 8, 0, 7 (3x2)
________Protoss Arbiter Tribunal: 4, 4, 3, 3 (3x2)
___Protoss Robotics Support Bay: 0, 16, 15, 11 (3x2)
_________Protoss Shield Battery: 16, 16, 15, 15 (3x2)
____Khaydarin Crystal Formation: 0, 0, 0, 0 (4x3)
_______________Protoss Temple: 0, 0, 0, 0 (7x3)
_______________Xel`Naga Temple: 30, 0, 0, 0 (5x4)
__________Mineral Field (Type 1): 0, 0, 0, 0 (2x1)
__________Mineral Field (Type 2): 0, 0, 0, 0 (2x1)
__________Mineral Field (Type 3): 0, 0, 0, 0 (2x1)
______________Vespene Geyser: 0, 0, 0, 0 (4x2)
___________________Warp Gate: 0, 0, 0, 0 (3x2)
_________________Psi Disrupter: 10, 0, 10, 0 (5x3)
______________Power Generator: 20, 8, 0, 4 (4x3)
______________Overmind Cocoon: 0, 0, 0, 0 (3x2)
__________________Dark Swarm: 0, 0, 0, 0 (5x5)


the code
+ Show Spoiler +
def building_output (name, left_gap, right_gap, top_gap, bottom_gap, width, height):
#idented_name= name
#while len(idented_name)<30 :
# idented_name = "_" + idented_name
#output = '%s: %s,%s,%s,%s (%sx%s)' % (idented_name, left_gap, right_gap, top_gap, bottom_gap, width, height)
#output = "{0:>30}: {3:>3},{1:>3},{2:>3},{4:>3} ({5:>1}x{6})".format(name,left_gap,right_gap,top_gap,bottom_gap,width,height)

output = "{0:_>30}: {3:>3},{1:>3},{2:>3},{4:>3} ({5:>1}x{6})".format(name,left_gap,right_gap,top_gap,bottom_gap,width,height)
return output

buildings_database = [['Terran Command Center',[58, 58, 41, 41], [0, 0], [96, 128]],
['Terran Comsat Station',[37,31,16,25],[128,32],[64,64]],
['Terran Nuclear Silo',[37,31,16,25],[128,32],[64,64]],
['Terran Supply Depot',[38,38,22,26],[0,0],[64,96]],
['Terran Refinery',[56,56,32,31],[0,0],[64,128]],
['Terran Barracks',[48,56,40,32],[0,0],[96,128]],
['Terran Academy',[40,44,32,24],[0,0],[64,96]],
['Terran Factory',[56,56,40,40],[0,0],[96,128]],
['Terran Starport',[48,48,40,38],[0,0],[96,128]],
['Terran Control Tower',[47,28,24,22],[128,32],[64,64]],
['Terran Science Facility',[48,48,38,38],[0,0],[96,128]],
['Terran Covert Ops',[47,28,24,22],[128,32],[64,64]],
['Terran Physics Lab',[47,28,24,22],[128,32],[64,64]],
['Terran Machine Shop',[39,31,24,24],[128,32],[64,64]],
['Terran Engineering Bay',[48,48,32,28],[0,0],[96,128]],
['Terran Armory',[48,47,32,22],[0,0],[64,96]],
['Terran Missle Turret',[16,16,32,16],[0,0],[64,64]],
['Terran Bunker',[32,32,24,16],[0,0],[64,96]],
['Norad II (Crashed)',[48,47,32,31],[0,0],[64,96]],
['Ion Cannon',[48,47,32,31],[0,0],[64,96]],
['Infested Command Center',[58,58,41,41],[0,0],[96,128]],
['Zerg Hatchery',[49,49,32,32],[0,0],[96,128]],
['Zerg Lair',[49,49,32,32],[0,0],[96,128]],
['Zerg Hive',[49,49,32,32],[0,0],[96,128]],
['Zerg Nydus Canal',[32,31,32,31],[0,0],[64,64]],
['Zerg Hydralisk Den',[40,40,32,24],[0,0],[64,96]],
['Zerg Defiler Mound',[48,48,32,4],[0,0],[64,128]],
['Zerg Greater Spire',[28,28,32,24],[0,0],[64,64]],
['Zerg Queen\'s Nest',[38,32,28,28],[0,0],[64,96]],
['Zerg Evolution Chamber',[44,32,32,20],[0,0],[64,96]],
['Zerg Ultralisk Cavern',[40,32,32,31],[0,0],[64,96]],
['Zerg Spire',[28,28,32,24],[0,0],[64,64]],
['Zerg Spawning Pool',[36,40,28,18],[0,0],[64,96]],
['Zerg Creep Colony',[24,23,24,23],[0,0],[64,64]],
['Zerg Spore Colony',[24,23,24,23],[0,0],[64,64]],
['Zerg Sunken Colony',[24,23,24,23],[0,0],[64,64]],
['Zerg Overmind (With Shell)',[80,79,32,40],[0,0],[96,160]],
['Zerg Overmind',[80,79,32,40],[0,0],[96,160]],
['Zerg Extractor',[64,63,32,31],[0,0],[64,128]],
['Mature Chrysalis',[32,31,32,31],[0,0],[64,64]],
['Zerg Cerebrate',[40,32,32,31],[0,0],[64,96]],
['Zerg Cerebrate Daggoth',[40,32,32,31],[0,0],[64,96]],
['Protoss Nexus',[56,56,39,39],[0,0],[96,128]],
['Protoss Robotics Facility',[36,40,16,20],[0,0],[64,96]],
['Protoss Pylon',[16,16,12,20],[0,0],[64,64]],
['Protoss Assimilator',[48,48,32,24],[0,0],[64,128]],
['Protoss Observatory',[44,44,16,28],[0,0],[64,96]],
['Protoss Gateway',[48,48,32,40],[0,0],[96,128]],
['Protoss Photon Cannon',[20,20,16,16],[0,0],[64,64]],
['Protoss Citadel of Adun',[24,40,24,24],[0,0],[64,96]],
['Protoss Cybernetics Core',[40,40,24,24],[0,0],[64,96]],
['Protoss Templar Archives',[32,32,24,24],[0,0],[64,96]],
['Protoss Forge',[36,36,24,20],[0,0],[64,96]],
['Protoss Stargate',[48,48,40,32],[0,0],[96,128]],
['Stasis Cell/Prison',[64,63,48,47],[0,0],[96,128]],
['Protoss Fleet Beacon',[40,47,32,24],[0,0],[64,96]],
['Protoss Arbiter Tribunal',[44,44,28,28],[0,0],[64,96]],
['Protoss Robotics Support Bay',[32,32,32,20],[0,0],[64,96]],
['Protoss Shield Battery',[32,32,16,16],[0,0],[64,96]],
['Khaydarin Crystal Formation',[64,63,48,47],[0,0],[96,128]],
['Protoss Temple',[112,111,48,47],[0,0],[96,224]],
['Xel`Naga Temple',[80,79,34,63],[0,0],[128,160]],
['Mineral Field (Type 1)',[32,31,16,15],[0,0],[32,64]],
['Mineral Field (Type 2)',[32,31,16,15],[0,0],[32,64]],
['Mineral Field (Type 3)',[32,31,16,15],[0,0],[32,64]],
['Vespene Geyser',[64,63,32,31],[0,0],[64,128]],
['Warp Gate',[48,47,32,31],[0,0],[64,96]],
['Psi Disrupter',[80,69,38,47],[0,0],[96,160]],
['Power Generator',[56,63,28,43],[0,0],[96,128]],
['Overmind Cocoon',[48,47,32,31],[0,0],[64,96]],
['Dark Swarm',[80,79,80,79],[0,0],[160,160]]]

#heading
print "{0:=>30}: top, <-, ->, bottom (width x height)".format('Building Name')

for building in buildings_database:
bulding_name = building [0]

area_pixels = building[3]
area_height = area_pixels[0]
area_width = area_pixels[1]
matrix_width = area_width/32
matrix_height = area_height/32


dimensions = building[1]
left_gap = area_width/2 - dimensions[0]
right_gap = area_width/2 - dimensions[1] -1
top_gap = area_height/2 - dimensions[2]
bottom_gap = area_height/2 - dimensions[3] -1

if building[2] != [0,0]:
addon= True
else:
addon= False

print building_output(bulding_name, left_gap, right_gap, top_gap, bottom_gap, matrix_width, matrix_height)


indentation doesn't work here at all... needed like a [code] sort of tag in here.

I will update my images and upload them to liquipedia soon...
Power corrupts. Absolute power corrupts absolutely.
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
Last Edited: 2009-06-09 08:26:09
June 09 2009 08:18 GMT
#35
These pics are awesome. Explains how the walls are different on bloodbath for me somewhat.

Is it possible to find the collision sizes of an assimilator on the top left edge of the map as well as netutral assimilators?

edit, where are the rest of the buildings for T and P? nvm

[image loading]
[image loading]
..and then I would, ya know, check em'. (Aka SpoR)
Zoler
Profile Blog Joined June 2008
Sweden6339 Posts
June 09 2009 10:06 GMT
#36
Btw the units have like "23x27" for example. Do they not have different numbers on every side like the buildings do ? *confused*
Lim Yo Hwan forever!
SirNukes
Profile Joined April 2009
18 Posts
June 09 2009 16:03 GMT
#37
Units work just like buildings for their dimensions, but it doesn't really matter since units aren't locked to the grid.
ghermination
Profile Blog Joined April 2008
United States2851 Posts
June 09 2009 16:11 GMT
#38
Also, what are the measurements for the "stairs" doodad? I've always wanted to see them used in a map but no mapmaker has ever been brave enough to use them, the only thing close was the narrow ramps (in peaks of baekdu, i think)
U Gotta Skate.
spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
June 09 2009 18:11 GMT
#39
Those stairs really fuck up any unit's AI. Plus one direction is tighter than the other one.
If you have a good reason to disagree with the above, please tell me. Thank you.
Yurebis
Profile Joined January 2009
United States1452 Posts
June 09 2009 18:18 GMT
#40
On June 09 2009 17:18 CharlieMurphy wrote:
Is it possible to find the collision sizes of an assimilator on the top left edge of the map as well as netutral assimilators?


The collision sizes are the same no matter what player owns it, or where it is.
But remember that these are the gaps only when the building has been built locked to the grid, I reckon some maps put neutrals in some places where it's not aligned to the grid, so the gaps may be shifted (i.e wider gap to the bottom/left, narrower to the top/right)

On June 10 2009 01:11 ghermination wrote:
Also, what are the measurements for the "stairs" doodad? I've always wanted to see them used in a map but no mapmaker has ever been brave enough to use them, the only thing close was the narrow ramps (in peaks of baekdu, i think)


Which stairs on what terrain? I could take a screenshot for you but you could also see it for yourself with the Scmdraft2 editor. There's no exact dimensions, the unwalkable and unbuildable areas are like a bad mspaint drawing (using an 8x8 brush)
Power corrupts. Absolute power corrupts absolutely.
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