Is it Possible to build bigger Maps then Hammer alowed u...
32 replies, posted
My question is can we made bigger maps in hammer..
because it sucks when u buil or fly a plane and u have to turn all the time in a circle.
If not can anybody try to make a script that everybody can build bigger maps ?
Nope and nope.
In fact even getting close to the Hammer map borders typically generates errors.
The hammer grid is huge, why would you even need it bigger.
So he can make planes fly forever... Apparently.
[QUOTE=lukasdercyber;31645302]My question is can we made bigger maps in hammer..
because it sucks when u buil or fly a plane and u have to turn all the time in a circle.
If not can anybody try to make a script that everybody can build bigger maps ?[/QUOTE]
No. It's hard coded.
You can mod it to scale the player and props down, but then you need to manually change the collision of any props you use.
So, simple answer, go find a different engine.
Er, or you can just wait for Superllama to finish his gravity hull designator and infinite map system.
If you want to fly "forever" why don't you make your map, then have a 3d skybox that looks like it goes on, but then make it so when you get to a certain point you teleport back to the other side of the map. You'd just have to make it loop, kind of. A seamless map? I guess you could say. :v:
Or just have everything but his plane move.
you'd have to recompile vbsp but i think it was possible.
okay i mistook it for the fgd thing.
[QUOTE=Tark;31655146]Er, or you can just wait for Superllama to finish his gravity hull designator and infinite map system.[/QUOTE]
got a thread about that? i never heard of it, it sounds interesting
[QUOTE=lukasdercyber;31645302]My question is can we made bigger maps in hammer..
because it sucks when u buil or fly a plane and u have to turn all the time in a circle.
If not can anybody try to make a script that everybody can build bigger maps ?[/QUOTE]
That sort of thinking get's people blown up, Timmy.
Just subdivide a HUGE globe to take the entire area then code it so you stay on the surface.. you'd just be doing revolutions instead.
[QUOTE=Max of S2D;31660068]got a thread about that? i never heard of it, it sounds interesting[/QUOTE]
Oh man, I thought more people would have known by now!
[url=http://www.facepunch.com/threads/1085630-Gravity-Hull-Designator-a-true-Localized-Physics-mod]Here.[/url]
Not to be an over-reactive shitface but I think that this could easily change GMod.
[sub]You'll have to delve deeper into the thread to find the posts about the Infinite Map shit.[/sub]
edit: Oh, and he's working on getting Gravity Hulls to work underwater, without the effects of water ala submarines.
[QUOTE=Reactors;31657798]If you want to fly "forever" why don't you make your map, then have a 3d skybox that looks like it goes on, but then make it so when you get to a certain point you teleport back to the other side of the map. You'd just have to make it loop, kind of. A seamless map? I guess you could say. :v:[/QUOTE]
I've done this, it doesn't work well. You can use info_landmarks to make the teleport seamless, but large contraptions require thick teleporters, which further subtract from the playable area of the map.
Complex contraptions also generally fail and blackhole when they get teleported.
[QUOTE=Aurora93;31668235]@mapsize(-16384, 16384)[/code]
You can change this in the FGDs, but it's probably set to a maximum limit that's hardcoded, anyway.
What this does, anyway, will allow [b]Hammer's[/b] grid size to be modified. Results may (and most likely will) vary in-game, and I would probably suggest sticking to the default grid size because of possible instability. You are free to try it, though.[/QUOTE]
You can do that, but Hammer doesn't handle the space outside +/-16384 properly. brushes won't show up properly in 2D view, and often disappear completely, making them difficult or impossible to manipulate. Even if you fixed Hammer to work properly, you'd have to code your own custom mod to fix the network code to allow larger map sizes.
You could use world portals and do some work to make the transition seamless.
[QUOTE=ZumZum;31723351]You could use world portals and do some work to make the transition seamless.[/QUOTE]
Gmod doesn't support Portal 2 entities. It might later.
Where is the spell check rating when you need it?
[QUOTE=Zyx;31723526]Gmod doesn't support Portal 2 entities. It might later.[/QUOTE]
I don't think he was talking about actual portals.
[QUOTE=paulisdead18;31729108]I don't think he was talking about actual portals.[/QUOTE]
World portals is an entity used only once in the singleplayer campaign.
They act the same as the portals made with the portal gun, but they can be any given rectangular size and opened/closed with inputs.
How about you keep on pressing "[" that makes the grid bigger..
I tend to find that people asking this should just use the cheat "alt+f4" then go outside.
[QUOTE=ZumZum;31723351]You could use world portals and do some work to make the transition seamless.[/QUOTE]
I want to see this in non-portal maps, you could create some crazy situations
Excuse me for this perhaps stupid question, but do Dota 2 engine updates make the grid larger?
[QUOTE=Uberpro;31875764]Excuse me for this perhaps stupid question, but do Dota 2 engine updates make the grid larger?[/QUOTE]
I dunno
[QUOTE=ashton93;31645800]The hammer grid is huge, why would you even need it bigger.[/QUOTE]
So he would be able to fly giant circles with his painis cupcake hornets.
[QUOTE=Uberpro;31875764]Excuse me for this perhaps stupid question, but do Dota 2 engine updates make the grid larger?[/QUOTE]
No.
I do wonder why people seem so desperate for a larger grid. Is half a mile cubed not enough?
If you're a good enough mapper than you'll be able to use the space allotted to you.
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