Hi, I want to make big map with size similiar to gm_fork. I know 16384 cubic units is limit and bigger map won't be compiled by vbsp.exe. Is it true or not?
Yes. Its true. The grid is limited to 16384 in each direction because its an old engine. Simple questions like this can go in the question megathread.
Ok ok, other things like this I will post there. But I have one more question. In hammer my grid is a way bigger than 16384 units.
16384 each direction that means +16384 and -16384, or 32768 total units
I can sound stupid but it means I can make a 32768x32768x32768 map, right?
You may, however the compile does not like if the map is directly on the edge of the grid. You should keep about 512 units away from the edge. so realistically it would be a 31,744 x 31,744 x 31,744 map. Keep in mind when compiling such a large map the compile times will be long if you have a lot of brushes and a lot of surfaces that need lighting. gm_fork was no easy map to compile either. Took hours of compile time to get it where it is. A lot of optimization is required for such a large map, and you have to cut corners on detail whenever you can, to get a playable and realistic environment.
[editline]WHAT IS THIS[/editline]
[url=https://www.youtube.com/user/rocketrascal34/search?query=optimization]Perhaps watch some tutorials on how to optimize[/url]
Ok, I will keep it in mind. Thank you a lot
Surprisingly, oversize maps half-work in Garry's Mod already; it's mainly the compiler that doesn't like them, and a few places (but important places!) where GMod has hard-coded the expected map size.
Remind me to get around to working on [url=https://github.com/Facepunch/garrysmod-requests/issues/448]this[/url]...
What if you were to make like every building and detailed brushes to models AND THEN but them into the map? isnt that considered less compiling time?
[QUOTE=thekillersan;49095984]What if you were to make like every building and detailed brushes to models AND THEN but them into the map? isnt that considered less compiling time?[/QUOTE]
Yes that would be true, however the lighting on the map would not look the best because of the vertex shading.
[QUOTE=Firegod522;49096491]Yes that would be true, however the lighting on the map would not look the best because of the vertex shading.[/QUOTE]
a solution to the vertex shading could be the lightmapped models feature, but you'd have to properly split up the models so the UV's don't overlap
[QUOTE=Firegod522;49096491]Yes that would be true, however the lighting on the map would not look the best because of the vertex shading.[/QUOTE]
If you were really masochistic you could invent a way to bake lightmaps into the models' textures.
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