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 an interesting challenge.

On Mon, May 23, 2011 at 6:07 AM, Jed <j...@wunderboy.org> wrote:

> 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 managed to get everything scaled down to
> compensate.
>
> - Jed
>
> On 23 May 2011 01:02, Psy_Commando <psycomma...@gmail.com> wrote:
> > 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.
> >> >
> >> > _______________________________________________
> >> > To unsubscribe, edit your list preferences, or view the list archives,
> >> > please visit:
> >> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >> >
> >> >
> >> >
> >> >
> >> > ______
> >>
> >> --
> >>
> >> Thanks,
> >> - Saul
> >>
> >> _______________________________________________
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>
> >
> >
> > _______________________________________________
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> >
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders

Reply via email to