If all you want is massive extending terrain then:

You could make your own terrain, and pass the mesh directly to the
materialsystem and then your co-ordinates would only be bound by float
limits. Also, you can make your own physics collision mesh by creating a
polysoup (see the VPhysics interfaces).

In effect, it'd be a custom displacement system. No idea how you'd get this
to work in Hammer.

Thanks,
- Saul


On 22 May 2011 19:55, Psy_Commando <psycomma...@gmail.com> wrote:

> Thanks, for the answer, but we are already using this solution. The main
> problem with it is that the collision mesh gets horribly mangled by the
> model compiler.
>
> Now that I think about it, I guess we could split the model into smaller
> convex chunks. However, I don't know if it would be a pain to animate and
> properly assign bones?
>
> And there's also the issue that in multiplayer games, coordinates are
> limited to 3 digits precision after the decimal point, so anything more
> precise than 0.001f would get floored. I'm not sure what would be the
> immediate effects of this though, with the client interpolation...
>
> It's such an irritating problem, it would probably take me less than a day
> to patch, if I had access to the code that loads the bsp and build the map
> mesh... I even investigated where it didn't work, comparing the debug
> messages and the old leaked beta code. I could have probably bypassed the
> current engine code and replaced it with some code from the leaked beta
> engine, but I can't use that stuff because it's illegal! :(
>
>
> On Sat, May 21, 2011 at 11:26 PM, Skillet <skillet5...@gmail.com> wrote:
>
>> The solution that Empires and Eternal Silence used (AFAIK) is to shrink
>> down everything including the player so that the effective map size is
>> increased.  Relatively simple idea and seems to have worked well...
>>
>>  On Thu, May 19, 2011 at 4:25 PM, Psy_Commando <psycomma...@gmail.com>wrote:
>>
>>>  Hi. I know nobody was able to actually change the hard coded map size,
>>> but I gave a try anyways.
>>> And as expected it didn't work.
>>> Hammer don't want to load.vmf with solids further away than 16384 units
>>> from origin. And that's hard-coded in hammer, since setting @mapsize(-32768,
>>> 32768) in the "base.fgd", won't change anything, except the grid size in the
>>> map editor.
>>>
>>> And even when tweaking the datatype of bounds in vbsp, vrad, and vvis,
>>> just resulted in the engine dll crashing on load with a "funny lump size"
>>> error. Because I guess, the lump size are constants in a shared header.
>>>
>>> So I got two questions:
>>>
>>> Has anybody tried to contact valve about that, or play around with that ?
>>> Because we have the source for all bsp stuff, but we can't make lumps
>>> bigger or smaller, because the code that loads the actual bsp is
>>> uncooperative, and inside the engine dll. If they could query a couple of
>>> constants via the server dll interface for various lump sizes, or map bounds
>>> typedef, that would be much appreciated.
>>>
>>> Any idea or suggestions on how to make a space shooter with the source
>>> engine ?
>>> We're using corridors with teleports at the end of each to take the ship
>>> to the next corridor.
>>> There also the make the world move around the ship approach, but we cant
>>> move displacements with collision...
>>>
>>> Any comments or advices are welcome.
>>>
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>>>
>>
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