no, not an april fools. Ive seen at least one mod that has actually done this. The most obvious way is with the TriAPI, but you could also do it with any way to render something. you could create a tileset out of models for example and use those as building blocks to build your world, it all depends on what exactly you want to do.. I think the easiest way to do it would be to just generate the visual images with the Tri API since numerous terrain generating alogs are available on the net. Its not something thats very practical, IMHO, but its interesting to think about.
> Ok Christopher but, how is it possible to generate brushes ??? Without using > the TriAPI. > > Oh,; by the way, was that an april fool ?? I just believe it's impossible to do. > > > On 3 Apr 2002 at 15:07, Christopher McArthur wrote: > > > > > The half-life engine WILL render outside of the 8129x8129x8129 bounds > > (create a HUGE model and place it near an edge, you will be able to see it > > in its entirety). > > > > the limit applies to where brushes and physics, and origins can be. > > > > But you can work around these limits and have an unlimitied map size by not > > using a .bsp and generating the map at runtime, and handling physics > > yourself in the gamecode instead of the engine, and doing some other tricks. > > > > > > > > > > Most Half-Life MODs also use the Half-Life engine to render video frames > > (which > > > is another thing limiting maps to 8129x8192x8192). > > > > > > Jeffrey "botman" Broome > > > > > > _______________________________________________ > > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

