• Is it possible to create another world within GMod?
    54 replies, posted
Lets say you're in gm_construct, and you stumble across this teleporter that was made in Lua. Is it possible to have it when you go into the teleporter, create this new "world" like with props or something outside the actual map space and have the player teleport into it? And have this teleporter spawn in every map to where it would go to that same world every time you went into it, regardless of which map it is? You'd have to make some kind of module or something.. right? Also, is it possible to change textures within the game? Like, you have some kind of tool which changes all of the textures that are grass into lava or something(not models, but like the ground in gm_construct or something)
I doubt you could change the textures themselves without forcing the player to restart the game.
You can. Find the texture and replace it's $basematerial I do it with skyboxes.
Yep, exactly what Kill said. We had a discussion on this a while back with day/night maps. As for "creating another world", you may be able to do this with maps which have a 3d skybox, but it's extremely hacky at best. It's also how the Magic Box was created.
[QUOTE=Kill coDer;18572848]You can. Find the texture and replace it's $basematerial I do it with skyboxes.[/QUOTE] Okay.. so how would you do that? [lua] local texture = surface.GetTextureID("texture.vmt"); //??? [/lua]
[code] mat = Material( "texture" ) mat2 = Material( "anothertexture" ) mat:SetMaterialTexture( "$basetexture", mat2:GetMaterialTexture( "$basetexture" ) ) [/code] I seem to get that wrong, but I think that's right. Feel free to correct me if it's not.
[QUOTE=Kogitsune;18573354][code] mat = Material( "texture" ) mat2 = Material( "anothertexture" ) mat:SetMaterialTexture( "$basetexture", mat2:GetMaterialTexture( "$basetexture" ) ) [/code] I seem to get that wrong, but I think that's right. Feel free to correct me if it's not.[/QUOTE] Okay, I love you. Why was the original post rated artistic?
[QUOTE=cheesylard;18577252]Okay, I love you. Why was the original post rated artistic?[/QUOTE] Off topic: Of all things, don't worry about the ratings. On topic: You could create it out of props, but anything extra like displacements, blocks, triggers, etc, can't be drawn ingame.
If only mahalis would release the magic box. Then the secrets would be revealed, and we could create our own gmod worlds inside a already-made map. If only....
[QUOTE=GawsherMcGee;18610405]If only mahalis would release the magic box. Then the secrets would be revealed, and we could create our own gmod worlds inside a already-made map. If only....[/QUOTE] Shut up, nothing along what you want will ever happen. You cannot create anything in the Void.
I'll void you right in the face.
[QUOTE=Kogitsune;18573354][code] mat = Material( "texture" ) mat2 = Material( "anothertexture" ) mat:SetMaterialTexture( "$basetexture", mat2:GetMaterialTexture( "$basetexture" ) ) [/code] I seem to get that wrong, but I think that's right. Feel free to correct me if it's not.[/QUOTE] If that really works then someone needs to make a world texture changer kinda like the skin switcher but rightclick is get texture and left is set.:dance:
Magic box videos by mahalis: [media]http://www.youtube.com/watch?v=kMbbMUmrrd8[/media] [media]http://www.youtube.com/watch?v=pV6PrT6VBnQ[/media] [media]http://www.youtube.com/watch?v=dHaWZPBzmTA[/media] But it'll be a long time before that's released, IF it will ever be. And I don't think it's using any kind of void space, gotta be something unseen that would make alot more sense.
[QUOTE=FlowXobDans;18610811]Shut up, nothing along what you want will ever happen. You cannot create anything in the Void.[/QUOTE] [media]http://uppix.net/c/7/c/c0870def0f3b468d361d1bbf6ccb6.jpg[/media] Yes you can. Physics and traces even work perfectly in the void, you just can't see shit in there.
[QUOTE=GawsherMcGee;18610405]If only mahalis would release the magic box. Then the secrets would be revealed, and we could create our own gmod worlds inside a already-made map. If only....[/QUOTE] He already said that the inside of the box was stored in the skybox. Anyway, you could do this now with that instancing thing, and inverting the world textures.
Oh, never saw his post. Instancing thing?
[QUOTE=Bletotum;18615697]Oh, never saw his post. Instancing thing?[/QUOTE] It's somewhere in the WAYWO thread. It basically 'moves' you to another version of the map by making you not collide or see anything in the other 'instance(s)'
[QUOTE=_Kilburn;18615090][media]http://uppix.net/c/7/c/c0870def0f3b468d361d1bbf6ccb6.jpg[/media] Yes you can. Physics and traces even work perfectly in the void, you just can't see shit in there.[/QUOTE] If you put a prop in the void, last time I checked it just collides with the world around it :v:
[QUOTE=Gbps;18619297]If you put a prop in the void, last time I checked it just collides with the world around it :v:[/QUOTE] There is a small solid border between the ground and the actual void, if you get past it, props don't get stuck anymore. NPCs can even see you, shoot and move around. For some reason though, if you get too far away, traces don't work anymore, so pretty much everything becomes useless.
[QUOTE=_Kilburn;18619793]There is a small solid border between the ground and the actual void, if you get past it, props don't get stuck anymore. NPCs can even see you, shoot and move around. For some reason though, if you get too far away, traces don't work anymore, so pretty much everything becomes useless.[/QUOTE] I'm sorry that's just too much bullshit. Even if props can exist in the void, NPCs shooting at you? Yeah, sorry, won't happen. Besides you can't see shit in the void so why even try. The best bet for larger worlds I think are M-Class maps. What is an M-Class Map you say? Well Timmy, think of it like this, don't exactly change the world, change everything else. Make everything else smaller, props, players, you name it. This is also a lot more stable than making shit in the void or anything else really. And its been proven that it does work. Read more about it [url=http://www.wiremod.com/forum/off-topic/9609-gm_wireconstruct_m-slightly-bigger-than-gm_wireconstruct.html]Here[/url] for more information. It's fucking ingenious.
You know better than him how? Tip: you can nocollide props with the world and they can fall through the map, so then it's in the void. Or, you know, just use the Q menu. Please don't be so stupid when you argue.
You can create multiple "dimensions" in the same map, by simply controlling what collides with that, and what can see what. The only problem is that although you don't see or collide with props in other dimensions, Source still networks them to you so until we get better control over the Source networking system it's impractical.
Something like ent:ShouldUpdateClient(true or false)
[QUOTE=thomasfn;18622173]You can create multiple "dimensions" in the same map, by simply controlling what collides with that, and what can see what. The only problem is that although you don't see or collide with props in other dimensions, Source still networks them to you so until we get better control over the Source networking system it's impractical.[/QUOTE] You make me wonder why gmodtower used to be running out of suites.
[QUOTE=FlowXobDans;18621261]I'm sorry that's just too much bullshit. Even if props can exist in the void, NPCs shooting at you? Yeah, sorry, won't happen. Besides you can't see shit in the void so why even try.[/QUOTE] Would get you a quick video, but I have to go right now. Will try to do that tomorrow if I can. Also there are other ways to share your opinion, which are a little bit nicer than trying to be a prick. Bah, I guess your personality is like that, can't do much about it I guess. :v:
[QUOTE=FlowXobDans;18621261]I'm sorry that's just too much bullshit. Even if props can exist in the void, NPCs shooting at you? Yeah, sorry, won't happen. Besides you can't see shit in the void so why even try.[/QUOTE] The NPCs don't shoot because they're hardcoded not to in most Source games - correct me if I'm wrong - if AI accidentally spawns outside of the map it won't shoot because it's pointless, they wouldn't hit anything. Change the NPC's behaviour and they do fight. As for not seeing shit... there are hacky ways 'round that, changing how stuff's rendered, I guess. Somehow I think that's what Mahalis did with his cooool magic box. I'm guessing the room in the box is actually a static one somewhere off the map, and the crate prop itself is essentially just a portal to it - just a render target on one face of the box, perhaps? Portal guns have been made with varying amounts of success in GMod before so there's no reason why this couldn't work. So I reckon the void idea's an alright one. Considering you can play around in the void on any map and not have to shrink shit down and do loads of hacky physics shit like you do in your 'M class maps'.
I'm going to take a wild stab in the dark here. Would it not be possible to use the new functions provided in RederX or what ever that new module is to draw the model in the void? even go to the extent of faking gravity/physics? How ever if I remember, entity positions stop updating properly in the void. Some thing to do with the visibility culling.
[QUOTE=TehDoomCat;18624790]The NPCs don't shoot because they're hardcoded not to in most Source games - correct me if I'm wrong - if AI accidentally spawns outside of the map it won't shoot because it's pointless, they wouldn't hit anything. Change the NPC's behaviour and they do fight. As for not seeing shit... there are hacky ways 'round that, changing how stuff's rendered, I guess. Somehow I think that's what Mahalis did with his cooool magic box. I'm guessing the room in the box is actually a static one somewhere off the map, and the crate prop itself is essentially just a portal to it - just a render target on one face of the box, perhaps? Portal guns have been made with varying amounts of success in GMod before so there's no reason why this couldn't work. So I reckon the void idea's an alright one. Considering you can play around in the void on any map and not have to shrink shit down and do loads of hacky physics shit like you do in your 'M class maps'.[/QUOTE] Mahalis said that the area within the box was actually in the skybox of the map. Not in the void. And you don't have to do hacky physics shit to get M-Class maps to work? I'm sorry I just don't understand where you get that from.
[QUOTE=JSharpe;18628688]I'm going to take a wild stab in the dark here. Would it not be possible to use the new functions provided in RederX or what ever that new module is to draw the model in the void? even go to the extent of faking gravity/physics? How ever if I remember, entity positions stop updating properly in the void. Some thing to do with the visibility culling.[/QUOTE] Sort of. The server largely determines what data needs to be networked to a client by the player entity's PVS (the partial visibility set of the player's current visleaf). Most (but not all) entities will only network data to a client if they are in a visleaf in that player's PVS. So even though the entities actually are moving on the server, the client isn't getting the message.
[QUOTE=FlowXobDans;18630008]Mahalis said that the area within the box was actually in the skybox of the map. Not in the void. And you don't have to do hacky physics shit to get M-Class maps to work? I'm sorry I just don't understand where you get that from.[/QUOTE] He didn't say anything about mahalis's box. You're just bad at your arguement.
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