• Hammer Source Engine Map Size workarounds
    9 replies, posted
I've always wanted to recreate cities from older games like Mafia, GTA, Elder Scrolls, Omikron, ports from Jak & Daxter, Conflict Desert etc Have even considered recreating portions of American Cities, such as New York, or Chicago. https://files.facepunch.com/forum/upload/350531/59b171c7-83df-4f92-a251-1becc6a28c22/20190513204112_1.jpg https://files.facepunch.com/forum/upload/350531/43c7385b-1683-42e1-a624-1055550d65c3/20190520203625_1.jpg https://files.facepunch.com/forum/upload/350531/950485ef-8543-44e7-88ec-25c5ee68693d/20190520203511_1.jpg But with all these attempts, one problem has always come to me....... https://files.facepunch.com/forum/upload/350531/2b74f3cb-5fa1-4025-b262-aabde4af45b6/dgdgdgdgd.PNG .....Hammers' map size is too small. https://files.facepunch.com/forum/upload/350531/e75969a5-d381-4ab3-a39a-56243ab5ecf0/Mafiaaaa.PNG Now I see something from Half-life they made me think of a workaround (if possible). The textures from Half-life on the Source seem smaller, I wonder if I can reduce the size of the player to make it seem as if the map is bigger, but it would only be the player just being smaller. And without having the textures to fit with them having to stretch 140% than their size. https://files.facepunch.com/forum/upload/350531/6cbf5d69-f087-4961-a87c-3af57eb59777/41816 fallout 4.jpg I've seen this easily done in Bethesdas' Fallout Series in game where you just type in console command, setscale 0.1-to like 40. 1 being the normal size. https://files.facepunch.com/forum/upload/350531/cc2b65bd-5898-4cee-b902-465ed8b1cbe9/F77AK0X.png Most of the games that I try to recreate were made from either the late 90s to the mid 2000s. So they can easily fit in Source without any limitations. ___________________________________________________________________________________ Now here's another idea Ok keep the player scale the same Multiple level (one map underneath another), skyboxes that look like the map you jsut crossed from, but if you walk to the wall, you will be transported to the other map either above or below you, but they all blend in. I think a Fallout map did this a while ago. But I think it really broke the scale immersion , skyboxes were not the same I felt in a different country each time I went to a different map level. https://files.facepunch.com/forum/upload/350531/c08f2a11-965c-465b-b815-28996861bf15/.jpg So, is this possible?
Well, it should be. I've also heard about using instances to go beyond the grid limits, but I have no idea how well that works.
back at it again hey, how's hl2:ep3 coming along (in short, no. it's been tried before, but physics gets all fucky and there's no real way to overcome it without massively modding the game or replacing the physics system entirely )
Tbh what about layers You have layer 1, 2, 3, and 4, which equates to North, East, South, West. They'll be stacked on top of eachother and use tunnels and doors that have teleporters to the other layers. I've seen maps with underground areas interweaved with over-ground areas that make the level seem vastly bigger than it actually is. In this it would more be a matter of the underground areas simply having "open" sky
I have over 15 pages in Word for it, I've also gone off and written some of my own stories. Keep in mind I've been writing since god knows when, I remember writing a story for Fallout New Vegas about a team of men who go off to quarry junction and something, that was my first story many years ago, written it in the Diary of A Wimpy kid way back when I was like in 2nd or 3rd grade haha. Now that I remember may as well try to find it to remember good times.
Here's a creative solution: Halve the size of the map in hammer or until it fits. Make a code in lua that halves the size of everything including players but only in that map ??? Profit I see no way this could backfire.
For scaling, it only works if everything from the gamemode to the models are made specifically for it. It's possible but it's expensive. You also have to take in consideration that optimizing, lighting, camera clipping, physics, and collisions are all made around the current scale. So this method is possible but it's not ideal and will like by clunky and riddled with problems. For layers, you can do that but you wont be able to have a 3D skybox. Afaik, there's no way to have different 3D skybox layers. Teleportation of anything but players doesn't preserve inertia too unless you use Lua or something to calculate it. It's better to do layers with some trickery like using a tunnel or hillside. This is the best I've been able to do with layers. Layer 1 (mountains are in the 3D skybox) https://files.facepunch.com/forum/upload/285360/15d3dabe-1402-461f-beb4-30237b413d3e/20190430062430_1.jpg Layer 2 (note the 3D skybox is still visible) https://files.facepunch.com/forum/upload/285360/cbbadf40-cfb6-429b-847a-60a0fd73a226/20190224063211_1.jpg Both layers (you can see the 2 roads connecting the 2 layers here) https://files.facepunch.com/forum/upload/285360/bb9ce68a-53a1-4f46-a371-8def4633c65b/20190224063741_1.jpg I find that your main layer should be at the bottom and that you can build your 3D skybox based off it. All layers above it should be built around the 3D skybox. And connecting them should be as seamless as possible. The road on the left is cut off from the rest of the map with areaportals so you cant see it unless you're actually on it or about to drive onto it. I used tree walls to make that seamless. The road on the right however is open up to a certain point. Once you reach that certain point, tree walls hide the transition.
BlackPhoenix made something like this as a gmod addon in 2009 ColossalSandbox on a small version of gm_wireconstruct_rc sorta worked, but the scaling wasnt flexible enough with that limited gameengine access. effects and physics were a bit weird. now it might be better if done properly with all the new functions since then but still not really the same
Yes, I've seen some Rp_maps with tunnels, but if you were planning to make a bif city Like this New Vegas Map http://abload.de/img/2013-09-08_00004qbk04.jpg http://i.imgur.com/3HVc0D3.jpg
Pretty much this Empires mod tried 8x, 16x etc. to get aircraft into the game, scaled models and movement. Physics still causes issues, some things are just hard coded about source and in order for scaling to properly work it requires large scale reworks of parts of the engine. Or you could be like Sven coop which have a goldsrc license and just raise the engine limits so map sizes can be damn near infinite.
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