Hey thanks for the idea!  I think I could work out some kind of hybrid map
system, so I can fallback on bsp. It might turn out a little complex, but
it's worth a try!
Hell, I could even code an in-game level editor....

On Sun, May 22, 2011 at 6:04 PM, Saul Rennison <saul.renni...@gmail.com>wrote:

> Literally create a mesh via CreateMesh, populate is with your
> vertices, bind a texture to it then draw it.
>
> I'm not 100% how it works but it would be quite simple to adapt some
> DirectX heightmap code to use the materialsystem instead of direct API
> calls.
>
> Good luck!
>
> On Sunday, 22 May 2011, Psy_Commando <psycomma...@gmail.com> wrote:
> > 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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> please visit:
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> >
> >
> >
> >
> > ______
>
> --
>
> Thanks,
> - Saul
>
> _______________________________________________
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