One of the best tricks for getting the map to feel really big is to decrease the
player size and point of view.  Doing this, scaling everything in the map to
match, plus slowing down the player gives the illusing of much much larger
areas.

It takes a number of edits in the code to make it work.  I had done it once for
an abandoned serious games project.  The easiest way in the long run seems to
have been to make one global scaling constant, then apply it where ever there
was any reference to player size, hull size, speed, point of view height, etc.

Quoting Aaron Schiff <[EMAIL PROTECTED]>:

> --
> [ Picked text/plain from multipart/alternative ]
> I think it is possible to go into the fgd file and make the map size max
> larger...that way you can fit it all in...only problem would be how hammer
> acts weird with large maps
>
> you may still have to split it up depending on what you want...if you need
> to use many ents to achieve what you want, you'll need to break it up
>
>
> On 2/27/06, Kamran <[EMAIL PROTECTED]> wrote:
> >
> > Thinking about it more, I think we could pull it off Valve's way if we
> > did a world map like Guild Wars. Not so expansive as Morrowind but still
> > enough to be free.
> >
> > Kamran wrote:
> > > Alright, but I can't put trees or anything? I am thinking of a
> > > forest-type area. They'd just see the hills. I read that 3dskyboxes
> > > can't show models.
> > >
> > > At least I really don't have to worry about this at first for my mod.
> > > We'll be focusing on the city first.
> > >
> > > My thinking with the skybox is that it would be a super pain to do. If
> > > you have one tile, you have 8 tiles around it (four corners + four
> > > edges) and you'd have to make the skybox have elements from all eight
> > > maps. If I didn't have to worry about models, it wouldn't be horrible I
> > > suppose.
> > >
> > > Then, my other thought is... what about displacements? I'm talking
> > > forested areas, it's not flat. I'm wondering how in the heck I'm going
> > > to try to "continue" a displacement surface from one map to the next.
> > >
> > > Half-life 2... I'm guessing looks seamless because they just copy the
> > > hallway or whatnot and make it match.
> > >
> > > One thing I could do, was be creative and make the maps very hilly and
> > > forested and then extend them a bit and put the triggers inside more,
> > > like, maybe before a large hill, so the user couldn't see what was
> > > beyond, and then when it loads the map it would seem like it matches
> > > perfectly.
> > >
> > > Adam "amckern" Mckern wrote:
> > >> 3dskybox
> > >>
> > >> Thats your best mate - many levels, can use these to
> > >> make it seem seamless or massive - take a look at
> > >> missing infomation (love-tub.com) it shows some
> > >> wonderful 3d sky box's in the e3 levels
> > >>
> > >> --- Kamran <[EMAIL PROTECTED]> wrote:
> > >>
> > >>
> > >>> Do any of you think a Source mod could support
> > >>> tiling maps? I've tested
> > >>> two square maps where a trigger spans the entire
> > >>> length, and loads the
> > >>> second map and it works fine (meaning, I walk to the
> > >>> far left, and on
> > >>> the new map I'm in the same spot).
> > >>>
> > >>> My real dilemma is how to make it seem seamless
> > >>> (i.e. the user doesn't
> > >>> know where the end of a map is because he can see
> > >>> everything in all
> > >>> directions). Would anyone know of ways to do this?
> > >>> Would it even be
> > >>> possible in a mod?
> > >>> --
> > >>> Kamran A
> > >>> Get Firefox! Safer, Faster, Better.
> > >>>
> > >>>
> > >> <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85>
> > >>
> > >>> Down with Internet Explorer! Say "NO!" to Spyware!
> > >>> Use Firefox
> > >>>
> > >>> _______________________________________________
> > >>> To unsubscribe, edit your list preferences, or view
> > >>> the list archives, please visit:
> > >>>
> > >>>
> > >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >>
> > >>>
> > >>
> > >>
> > >> --------
> > >> My Website http://www.ammahls.com
> > >>    Lead Programer NightFall http://www.nightfallmod.net
> > >>       Developer of CST and ZHLT 3.0 http://www.zhlt.info
> > >>          Team Lead - Prime - Website TBA...
> > >>
> > >> __________________________________________________
> > >> Do You Yahoo!?
> > >> Tired of spam?  Yahoo! Mail has the best spam protection around
> > >> http://mail.yahoo.com
> > >>
> > >> _______________________________________________
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> > >> archives, please visit:
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> > >>
> > >>
> > >>
> > >
> > > --
> > > Kamran A
> > > Get Firefox! Safer, Faster, Better.
> > > <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85>
> > > Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox
> > >
> > > _______________________________________________
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >
> >
> > --
> > Kamran A
> > Get Firefox! Safer, Faster, Better.
> > <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85>
> > Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox
> >
> > _______________________________________________
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
>
> --
> ts2do
> --
>
> _______________________________________________
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> visit:
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>
>



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