• GTA City v2
    39 replies, posted
Is it possible to "shrink" players in gmod?
[QUOTE=mdeceiver79;38100223]Is it possible to "shrink" players in gmod?[/QUOTE] Believe it is, but then how would you get the same level of detail for buildings etc if you're working with smaller measurements in hammer?
Smallest units I usually use are 4 unit thick door or window frames, you could pretty easily half that to 2
[QUOTE=Plaster;38100007]I wonder if it would be possible remaking the whole San Andreas game in the Source engine. I expect tons of loading times.[/QUOTE] It's possible but only in parts. Only way to host something as huge as GTASA map would be making the map in multiple maps. Then have a ton of servers hosting those maps. when you go into a new area, you would switch to another server hosting another map. The source engine was never design for huge open world maps. Usually game companies make the game engine for the objective they are trying to accomplish. Rockstar for example, there objective was to make a huge open world game. They built the game engine around this idea. Now what I am trying to accomplish in this 1 map is to use all the space as possible, add tons of buildings, props, ect... Once I am done, it should be a decent size to make it feel like you are in the city at least. It will be difficult to find other players unless you know the landmarks. Only way to take it up 100x bigger be by making another map, same scale, different area, but hosted on another server. It ain't too hard to make 1 server host 2 maps. And if the map size is bad, what is worst is rendering. Source is not good at making the brush's into polygons and rendering them. I believe the mapper should not have to worry about visleaf optimization a lot. New game engines now render only FOV, or field of view, vs the source engine where it renders everything in the visleaf you are standing.
I need someone's opinion on which bump map below looks better for the concrete. bump map 1 - [URL="https://dl.dropbox.com/u/58614432/show/bump1.jpg"]https://dl.dropbox.com/u/58614432/show/bump1.jpg[/URL] bump map 2 - [URL="https://dl.dropbox.com/u/58614432/show/bump2.jpg"]https://dl.dropbox.com/u/58614432/show/bump2.jpg[/URL] I say VTFEdit's Bump map. That's my vote, but I want to know which one you guys think. The made a new smooth tiled concrete texture for the roads.
VTFEdit's looks a bit deeper, which is right for tarmac. Wouldn't work for everything though.
VTF edit one is better
[QUOTE=sphinxa279;38100302]Believe it is, but then how would you get the same level of detail for buildings etc if you're working with smaller measurements in hammer?[/QUOTE] Make buildings as props. Sure itll make ugly lighting but if you are using the entire grid of several levels your chances of good lights are minimal anyway. You can than have LOD on your prop buildings so you can see many of them without going laggy and no need for hideous fog optimization.
[QUOTE=mdeceiver79;38100223]Is it possible to "shrink" players in gmod?[/QUOTE] It's possible to shrink players and models, but not the models collision mesh. Meaning you need to recompile every prop to allow for a smaller collision mesh. There are two answers to the "we need a bigger grid" demand. 1. cut the map up into small segments and stop moning about the grid size, 2. use a different engine and stop moaning about the grid size. there is also a third option....which is to stop moaning about the grid size.
Or wait for some kind person to do a "half scale" prop pack.
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