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 >> >> >> > >> > >> > _______________________________________________ >> > 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 >> >> >
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