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 name, and vs fails to attach the dll now :(

On Mon, May 23, 2011 at 4:19 PM, Psy_Commando <psycomma...@gmail.com> wrote:

> 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
>> >>
>> >
>> >
>> > _______________________________________________
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>> > please visit:
>> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
>> >
>> >
>> >
>>
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>>
>
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