Thanks, that sound like a possible alternative. But what do you mean, pass
the mesh to the material system ?

On Sun, May 22, 2011 at 3:26 PM, Saul Rennison <saul.renni...@gmail.com>wrote:

> 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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>>
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