• Could this be done
    59 replies, posted
[QUOTE=nivek;17691418] If you wanna be a douche you can use displacements on flat walls :) (evocity2)[/QUOTE] That was done for a reason. Douche.. <--- see look I can call you that too. :D [QUOTE=Jukka K;17691867]And that is a big no, no.[/QUOTE] Why would it be a no no? Especially if you are out of waterindicies. Oh wait that's because most of you have never made anything big enough to get to that point. The only thing bad about it is that it doesn't seal. Which sucks but whatever. Displacements render faster than brushes anyway. OH! For those that are wondering. You CAN run out of displacements as well. I got there. So yeah there's not really a way to make maps bigger than the engine limits even if you try modeling half of the map, turning 1/4 map into displacements etc.
The max map size is coded into the engine. It would require a recode of the physics engine before the grid can be expanded. As such you probably won't see any change until Valve completely overhaul the engine, and probably not even then, because they simply do not need/use that much space for their own work.
[QUOTE=Sgt.Sgt;17694829]That was done for a reason. Douche.. <--- see look I can call you that too. :D Why would it be a no no? Especially if you are out of waterindicies. Oh wait that's because most of you have never made anything big enough to get to that point. The only thing bad about it is that it doesn't seal. Which sucks but whatever. Displacements render faster than brushes anyway. OH! For those that are wondering. You CAN run out of displacements as well. I got there. So yeah there's not really a way to make maps bigger than the engine limits even if you try modeling half of the map, turning 1/4 map into displacements etc.[/QUOTE] Like you said, they don't seal the map. They also let the light come trough and don't cut up vis leaves, so it fucks up optimization too. Also, the idea is that you don't bypass the limits 10 times. Quality over quantity, that's what I say.
[QUOTE=Jukka K;17695727]Like you said, they don't seal the map. They also let the light come trough and don't cut up vis leaves, so it fucks up optimization too. Also, the idea is that you don't bypass the limits 10 times. Quality over quantity, that's what I say.[/QUOTE] They block light. How else do you explain the displacement columns on the GC in evocity2 creating shadows on the road below. Hmmm. While they do not cut up visleafs they block light if used in the way I used them which was to bypass the waterindicie limit without all the atrocious white lines everywhere. Besides the lag actually isn't caused by the displacements on the exterior.
Displacements don't block light from the backs where they have no faces.
[QUOTE=metallics;17694926]The max map size is coded into the engine. It would require a recode of the physics engine before the grid can be expanded. As such you probably won't see any change until Valve completely overhaul the engine, and probably not even then, because they simply do not need/use that much space for their own work.[/QUOTE] Thank you! Jesus christ guys
[QUOTE=Kabolte;17703146]Thank you! Jesus christ guys[/QUOTE] We're sorry we didn't get to what appeared to be your desired answer in a flash since we are not a technical team, but you didn't really give out too much details, so we had to elaborate ourselves until we reached the bullet point. If this really was what you were looking for, then we did it. (Or some of us did, however you want to put it) But mind you, there's no need to use that expression when you didn't explain the question more thoroughly. (However, you did say "Sorry but I really haven't a clue on how game engines work and what they are" so there's no problem on that quarter) Once again, sorry if I sounded mean. If this is what you wanted, say so and I think a moderator can close this thread.
[QUOTE=Lord Ned;17697171]Displacements don't block light from the backs where they have no faces.[/QUOTE] Incorrect. Mine certainly block light both ways, however light bleed at joints can sometimes be a problem.
[QUOTE=metallics;17705086]Incorrect. Mine certainly block light both ways, however light bleed at joints can sometimes be a problem.[/QUOTE] Bingo.
[QUOTE=BmB;17693047]Going by units = inch as most valve games seem to use, the available space is only about 600 square meters across. You don't even have a kilometer.[/QUOTE] You sound like someone who thinks that all engines should be like cryengine. If you want an engine like cryengine...use cryengine.
[QUOTE=BmB;17693047]Going by units = inch as most valve games seem to use, the available space is only about 600 square meters across. You don't even have a kilometer.[/QUOTE] I don't know if you're trying to have some kind of rant at the Source Engine, but it was made for its sole purpose - head to head games in small compact areas, you could exclude HL2 out of that but DOD:S CS:S TF2, all follow a similar sizing of maps. And its all that's needed the engine is built around these types of FPS. It isnt an engine which is made for large open spaces stretching miles upon miles with endless free roam, they have no reason to include such a factor, it is no use to Valve in the games they wish to create based off the source engine, everything is 'made to measure' as such in the sense they wont include stuff in the engine that is unused generally. Like people have said go map on a different engine if you want such vast spaces.
But there's no Garry's Mod for cryengine T.T Oh, by the way, does anyone here know how large a map can be on cryengine?
The thing is the map limits are cubed, so If you put a teleporter that once you reach the end of the map teleports you up as well, you could create 5 or 6 levels of terrain giving you more room.
[QUOTE=Fergeh;17798589]The thing is the map limits are cubed, so If you put a teleporter that once you reach the end of the map teleports you up as well, you could create 5 or 6 levels of terrain giving you more room.[/QUOTE] Cubed? Wha?...
[QUOTE=IronPhoenix;17672416]*Repeatedly bangs head against nearest wall*[/QUOTE] :bang:
[QUOTE=Cosmic Jester;17704432][b]We're sorry we didn't get to what appeared to be your desired answer in a flash since we are not a technical team[/b], but you didn't really give out too much details, so we had to elaborate ourselves until we reached the bullet point. If this really was what you were looking for, then we did it. (Or some of us did, however you want to put it) But mind you, there's no need to use that expression when you didn't explain the question more thoroughly. (However, you did say "Sorry but I really haven't a clue on how game engines work and what they are" so there's no problem on that quarter) Once again, sorry if I sounded mean. If this is what you wanted, say so and I think a moderator can close this thread.[/QUOTE] Don't try to pull that. I know the posts old, but I'm allowed to give my opinion. Anyway, that statement pisses me off. You're acting like he did something wrong. However, it was YOU who instantly assumed that he wanted an endless map. He only asked about expanding the limits; he didn't even use the word "endless" in his post. I could see how you may think that by reading the whole doesn't want to "run into the edges of the map" thing, but if that confused you, you should have asked for clarification instead of instantly going to the "endless map" comment. I honestly found it easy to see that he didn't want an endless map. He even left a comment after that saying that he doesn't want it to be endless. But, your comment set the tone for the rest of the comments, and pretty much everyone from then on expanded on the "endless" idea. metallics seemed to be the first to actually realize what he was asking, and his comment was the first to actually answer it. I'm surprised Therefore Kabolte's latest comment was completely valid. Wow, that was quite a rant, wasn't it? W/e, I just get pissed off when comments like that get to go without being called out for their stupidity.
I'm sure there's a variable somewhere in the C++ files defining the outer bounds of maps. Now changing this won't fix everything, because Hammer would still stop you from making maps that are too large...
[QUOTE=Skyfire12;17791300]But there's no Garry's Mod for cryengine T.T[/QUOTE] No but there god-damn should be.
[QUOTE=ChaosLord;17807048]Cubed? Wha?...[/QUOTE] 1/2 mile x 1/2 mile x 1/2 mile
[QUOTE=Dlaor;17815495]I'm sure there's a variable somewhere in the C++ files defining the outer bounds of maps. Now changing this won't fix everything, because Hammer would still stop you from making maps that are too large...[/QUOTE] Hammer, and the compiler, and the physics engine....
[QUOTE=laharlsblade;17815201]Don't try to pull that. I know the posts old, but I'm allowed to give my opinion. Anyway, that statement pisses me off. You're acting like he did something wrong. However, it was YOU who instantly assumed that he wanted an endless map. He only asked about expanding the limits; he didn't even use the word "endless" in his post. I could see how you may think that by reading the whole doesn't want to "run into the edges of the map" thing, but if that confused you, you should have asked for clarification instead of instantly going to the "endless map" comment. I honestly found it easy to see that he didn't want an endless map. He even left a comment after that saying that he doesn't want it to be endless. But, your comment set the tone for the rest of the comments, and pretty much everyone from then on expanded on the "endless" idea. metallics seemed to be the first to actually realize what he was asking, and his comment was the first to actually answer it. I'm surprised Therefore Kabolte's latest comment was completely valid. Wow, that was quite a rant, wasn't it? W/e, I just get pissed off when comments like that get to go without being called out for their stupidity.[/QUOTE] The reason why I went on about the "endless map" idea was: Why have a larger map when you can have a map that is able to loop itself? If the map were to be boxed in, you would end up crashing into a boundry. However you were right on that and I am sorry if I annoyed you and the founder of this thread, but if he didn't get what he wanted, he could of just done an edit or another post rather than letting us continue with what would appear to be incorrect to what answers were required.
[QUOTE=war_man333;17672367]It's impossible to make an endless map, unless it loops or something.[/QUOTE] Well... in COD-Radiant it's possible to make an endless map but it would take an endless amount of time to make it....
[QUOTE=Cosmic Jester;17823639]The reason why I went on about the "endless map" idea was: Why have a larger map when you can have a map that is able to loop itself? If the map were to be boxed in, you would end up crashing into a boundry. However you were right on that and I am sorry if I annoyed you and the founder of this thread, but if he didn't get what he wanted, he could of just done an edit or another post rather than letting us continue with what would appear to be incorrect to what answers were required.[/QUOTE] Well I'm happy to at least get an intelligent response. W/e, it's fine, thanks for the apology, and I suppose that makes sense. Although i do wish you had said something along the lines of: "Well, I'm not sure if you could increase the limits, but you could make an endless map..." and then proceeded. Oh well.
To sum a few things up, it is possible, but would require a lot of memory, and some editing of files that most of us don't have access to. Hammer units DO NOT equal inches! Don't fall for that bullshit. One unit is closer to about 0.75 inches. Source engine was made for detail in small to medium sized areas, while being able to handle somewhat large open areas. The main idea is to link medium maps together, to make it seem like one large area, connected together. I'd honestly like to see someone make an editor that could handle a MUCH larger space, and see them take the entire HL2 campaign [all the levels], and put them as one map, just to get a look at the entire size of the game.
[QUOTE=Dark_Phoenix;17818321]1/2 mile x 1/2 mile x 1/2 mile[/QUOTE] Ahh, that's what you meant. Ok.
Now really, wasn't the source limit bigger during the initial development of HL2 and wasn't the limit lowered after the release of Ep2?
[QUOTE=Demolitions2;17831059] I'd honestly like to see someone make an editor that could handle a MUCH larger space, and see them take the entire HL2 campaign [all the levels], and put them as one map, just to get a look at the entire size of the game.[/QUOTE] W.O.A.H I cant imagine such a huge game (map) seriously try to think of it....
[QUOTE=nardix;17847420]Now really, wasn't the source limit bigger during the initial development of HL2 and wasn't the limit lowered after the release of Ep2?[/QUOTE] No. Grid size has never changed, valve don't need it any bigger.
The only mod i've seen close to stretching boundarys was [url=http://www.eternal-silence.net/]Eternal silence[/url], They had a very clever idea, of scaling down for when you left the ship hanger and went into space.
[QUOTE=Kabolte;17670597]I'm wondering if in some future update to the source engine, the limits to map size could be raised. This isn't a request, what I'm asking is if it is literally possible to do this. I just want to know so that I could entertain(or not) the idea of flying and controlling a plane at like mach 1 with jinto's physics mod and not running into the edge of the map.[/QUOTE] oh man that would be awesome! If only...
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