I've hit another wall. VRad crashes when there are like 7 separate tunnels
boxes. By tunnel boxes I mean, separate boxes made of 6 brush, each with
skybox texture for the ceiling and walls, and the dev floor texture.
It crashes in a function with Winding in the name. I can't remember the
entire
You might want to try and get in touch with Tim Waldo Holt.
He was experimenting with various game engines and procedural terrain
generation to simulate large areas of forest based on geodata. I know
he used Source at one point and had the same problem that you have -
maps are too small - and he
Thanks, I may give it a try, but I checked his website about his forest fire
simulator, but he seems to have gone for another engine completely.
I think I should be able to do what I want with simply scaling down. At
least, until I hit another wall. The completely new map system also sounds
like
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
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
Woops, yeah, you're right about that.
But then there's the view frustrum that will be inadequate for following the
tiny ship. I remember my teachers warning me against going below 1.0f for
the front clipping plane's z. Is that accurate ?
On Sun, May 22, 2011 at 3:15 PM, Tom Edwards
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.comwrote:
If all you want is massive extending terrain then:
You could make your own terrain, and pass the mesh
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,
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.comwrote:
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
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
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