This method could be usefull...for a singleplayer mod only. Am I wrong ?
Is the 8192^3 width limitation only for .bsp files ?

On
4 Apr 2002 at 1:26, Christopher McArthur wrote:

>
> no, not an april fools. Ive seen at least one mod that has actually done
> this.
> The most obvious way is with the TriAPI, but you could also do it with any
> way to render something. you could create a tileset out of models for
> example and use those as building blocks to build your world, it all depends
> on what exactly you want to do.. I think the easiest way to do it would be
> to just generate the visual images with the Tri API since numerous terrain
> generating alogs are available on the net.
> Its not something thats very practical, IMHO, but its interesting to think
> about.
>
> > Ok Christopher but, how is it possible to generate brushes ??? Without
> using
> > the TriAPI.
> >
> > Oh,; by the way, was that an april fool ?? I just believe it's impossible
> to do.
> >
> >
> > On 3 Apr 2002 at 15:07, Christopher McArthur wrote:
> >
> > >
> > > The half-life engine WILL render outside of the 8129x8129x8129 bounds
> > > (create a HUGE model and place it near an edge, you will be able to see
> it
> > > in its entirety).
> > >
> > > the limit applies to where brushes and physics, and origins can be.
> > >
> > > But you can work around these limits and have an unlimitied map size by
> not
> > > using a .bsp and generating the map at runtime, and handling physics
> > > yourself in the gamecode instead of the engine, and doing some other
> tricks.
> > >
> > >
> > > >
> > > > Most Half-Life MODs also use the Half-Life engine to render video
> frames
> > > (which
> > > > is another thing limiting maps to 8129x8192x8192).
> > > >
> > > > Jeffrey "botman" Broome
> > > >
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