• going over the SourceSDK limits
    34 replies, posted
I would like to know how to go off the grid. I've seen alot of maps bigger then the grid alone. Can someone please tell me how to do so??
You can't, it's an engine limitation. It's impossible that you've seen bigger maps than the whole grid, just getting NEAR the edge creates massive errors.
[QUOTE=yuki;16276837]You can't, it's an engine limitation. It's impossible that you've seen bigger maps than the whole grid, just getting NEAR the edge creates massive errors.[/QUOTE] yea, I've noticed that when I made a Flatgrass map....I was 2 units away from the edge and I got a error sayin "File Not Found" so, i realized i cant do it D:
email valve and ask them to fix the problem by removing the artifical limits.
[QUOTE=The Pro;16278335]email valve and ask them to fix the problem by removing the artifical limits.[/QUOTE] This will sooo work. I don't know why they put those silly limits in there in the first place. :3: Nothing at all to do with physics or collision or anything.
Yea, you have a point there.....when i made the map i was like 2 units away from the end. Then i get some stupid error messege that started to piss me off. I finally realized that i couldn't do it. :\
Yeah took me a hwile to see wtf is going on when my map couldn't even compile because it was close to the edge.
If you use up the whole grid then your map is stupidly large anyways. Make it smaller otherwise good luck making an optimized map with nice lighting and effects.
[QUOTE=Sharpshooter;16291544]If you use up the hole grid then your map is stupidly large anyways. Make it smaller otherwise good luck making an optimized map with nice lighting and effects.[/QUOTE] Something I threw together back in Febuary time: [img]http://img99.imageshack.us/img99/5142/snow10018aw1.jpg[/img] Almost full grid (1024 unit safety cushion all round), note the FPS, nice shadows, HDR etc. [img]http://img217.imageshack.us/img217/4281/snow10016qz9.jpg[/img]
[QUOTE=metallics;16291672]Something I threw together back in Febuary time: [img]http://img99.imageshack.us/img99/5142/snow10018aw1.jpg[/img] Almost full grid (1024 unit safety cushion all round), note the FPS, nice shadows, HDR etc. [img]http://img217.imageshack.us/img217/4281/snow10016qz9.jpg[/img][/QUOTE] Is that released? I'd like to play on it purely because of snow. :3:
It only looks bigger because there is a 3D skybox.
[QUOTE=Wootman;16298120]It only looks bigger because there is a 3D skybox.[/QUOTE] There is no 3d skybox.
If that maps released it's got my download, looks neato. How highs the ceiling? [editline]03:00PM[/editline] Terragen I think he was reffering to the first post not the map.
[QUOTE=SnakeFace;16282900]This will sooo work. I don't know why they put those silly limits in there in the first place. :3: Nothing at all to do with physics or collision or anything.[/QUOTE] You really think that it's impossible to change them? [QUOTE=Sharpshooter;16291544]If you use up the whole grid then your map is stupidly large anyways. Make it smaller otherwise good luck making an optimized map with nice lighting and effects.[/QUOTE] That is where removing the other limits comes in to play.
I don't think Valve is gona change the limits. What we need is some guy who has decided to illegally take the source engine and modify it for our needs. Yea that's an open invitation, no takers? Yea I thought so. Anyone who knows enough about that sort of coding is too busy making his own god damned game.
Really though...who would need more than half a mile cubed anyway. Once you are going that large, you will need one hell of a lot of optimization.
Then do a hell of a lot optimization.
I'm with zally, just optimize it. Besides, half a mile cubed really isent that big if you think about it. Eight miles cubed, now thats something to think about, like the MASSIVE size of the map in the new spiderman game. If you stop to look around, its fuckin huge. *nod*
The source engine is designed for small detailed levels. If you want a map making tool for large open spaces, go use the Unreal Engine.
Still, Garrysmod is one of the best selling games on Steam, and if Valve wants to sell Source more effectively they're going to have to retool it past their purposes. Just because Valve likes small, interconnected maps doesn't mean everyone else likes those, too.
[QUOTE=IronPhoenix;16358257]Really though...who would need more than half a mile cubed anyway.[/QUOTE] I assume you want invisible walls outside your house so that you can only walk for less then 60 seconds in any direction. [QUOTE=Scientwist;16360719]Eight miles cubed, now thats something to think about, like the MASSIVE size of the map in the new spiderman game. If you stop to look around, its fuckin huge. *nod*[/QUOTE] No that is extremely small. I for one do not like being restricted.
[QUOTE=The Pro;16365813]I assume you want invisible walls outside your house so that you can only walk for less then 60 seconds in any direction. No that is extremely small. I for one do not like being restricted.[/QUOTE] Agreed
make map 6.25% scale then use the shrinking tool (lua script) to give appearance of a huge map.
[QUOTE=The Pro;16365813]I assume you want invisible walls outside your house so that you can only walk for less then 60 seconds in any direction. No that is extremely small. I for one do not like being restricted.[/QUOTE] See: [QUOTE=IronPhoenix;16361011]The source engine is designed for small detailed levels. If you want a map making tool for large open spaces, go use the Unreal Engine.[/QUOTE] Do you pick up a fork and try to eat soup with it and then when you fail, complain to the makers of the fork, because they *could* have made it a spoon?
[QUOTE=metallics;16367049]See: Do you pick up a fork and try to eat soup with it and then when you fail, complain to the makers of the fork, because they *could* have made it a spoon?[/QUOTE] Then if you want to be prepared use a spork
[QUOTE=CMasta;16366400]make map 6.25% scale then use the shrinking tool (lua script) to give appearance of a huge map.[/QUOTE] That's what JetBoom is doing for the NoX space gamemode. But obviously not using that STool. Just shrinking stuff with Lua.
Even the largest maps with shit loads of optimization now have lag in single player. I don't see why people are so insistent that we need bigger maps. Half Mile would take about 10 mins to walk from one side to the other without and obstacles in the way. As i said before, if you need to make a massive map with lots of detail, learn the unreal engine as that was designed for massive open environments. In fact, that was designed for large multiplayer levels, not small single player levels.
bigger = cooler mosly and stil the point why the hell IS there even a limit?
Because valve needed an engine that looked good while still being able to play on dx7 machines. Because of this you get a engine that looks good no matter the specs while keeping frame rate high so you can actually play the game. The engine was also created with single player in mine, with a few multiplayer ideas that would be small tight fighting. Not everyone has top spec machines, and generally you would not need massive maps in source. It's like going to a car dealer and buying a rover 75, then complaining to rover that the car can't outperform a Porsche 911.
First we have to establish that to get anything done in the world there needs to be money involved. Now that we have that think of this. Why would Valve do the work to raise the limits and upgrade their engine for no profit. They were generous enough to provide us with a tool to make levels for no profit. Like I said, the world revolves around money. Once you think like them, you'll understand. They don't give a shit about what we want.
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