Alright, but I can't put trees or anything? I am thinking of a
forest-type area. They'd just see the hills. I read that 3dskyboxes
can't show models.

At least I really don't have to worry about this at first for my mod.
We'll be focusing on the city first.

My thinking with the skybox is that it would be a super pain to do. If
you have one tile, you have 8 tiles around it (four corners + four
edges) and you'd have to make the skybox have elements from all eight
maps. If I didn't have to worry about models, it wouldn't be horrible I
suppose.

Then, my other thought is... what about displacements? I'm talking
forested areas, it's not flat. I'm wondering how in the heck I'm going
to try to "continue" a displacement surface from one map to the next.

Half-life 2... I'm guessing looks seamless because they just copy the
hallway or whatnot and make it match.

One thing I could do, was be creative and make the maps very hilly and
forested and then extend them a bit and put the triggers inside more,
like, maybe before a large hill, so the user couldn't see what was
beyond, and then when it loads the map it would seem like it matches
perfectly.

Adam "amckern" Mckern wrote:
3dskybox

Thats your best mate - many levels, can use these to
make it seem seamless or massive - take a look at
missing infomation (love-tub.com) it shows some
wonderful 3d sky box's in the e3 levels

--- Kamran <[EMAIL PROTECTED]> wrote:


Do any of you think a Source mod could support
tiling maps? I've tested
two square maps where a trigger spans the entire
length, and loads the
second map and it works fine (meaning, I walk to the
far left, and on
the new map I'm in the same spot).

My real dilemma is how to make it seem seamless
(i.e. the user doesn't
know where the end of a map is because he can see
everything in all
directions). Would anyone know of ways to do this?
Would it even be
possible in a mod?
--
Kamran A
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