I was thinking earlier today whether it was actually possible to make a GTA-like modification for the Source Engine. I mean Source already has a array of features including third person view, weapons, vehicles as well as Faceposer for character sequences and obviously Hammer.
So with the amount of mods out already since HL2's release 7 years ago, you may have thought someone would have at least tried making something similar to Grand Theft Auto, right? (Third-person sandbox)
I think BSP limits kinda ruin this idea.
This may be as close as you can get
[media]http://www.youtube.com/watch?v=qISM0Jj3Tho[/media]
[QUOTE=Blackbird88;28441115]I think BSP limits kinda ruin this idea.
This may be as close as you can get
[media]http://www.youtube.com/watch?v=qISM0Jj3Tho[/media][/QUOTE]
I guess you could use the same method used in Vice City where each island is a individual level with loading screens in-between.
But one thing is for sure .Shitload of work is required
It's not only about the maps, there's a lot of work into a GTA style game. Coding wise, mapping-wise, modeling-wise, texture-wise.. and in the end, the final product could be much better if it was in a better suited game engine.
It's basically a waste of time really.
[QUOTE=JWG;28441078]
Third-person sandbox[/QUOTE]
Turn on Third Person Camera in Garry's Mod. PRESTO, it's a sandbox game in Third Person!
[QUOTE=JWG;28441189]I guess you could use the same method used in Vice City where each island is a individual level with loading screens in-between.[/QUOTE]
Or combine this with scaling down the size of all entities. Spacebuild tried this method in gmod once.
Make maps maximum source size but scale down players.
You could also use models in place of some brushwork to preserve the brush limit.
And it would lag like hell.
Before giving up on Fueled I did scale everything 1/16, and it worked for the most part. I just couldn't ever figure out how to fix the cameras/viewport from clipping through walls. The scaled players worked well, so did the vehicles after some heavy tweaking.
You could always PM Gigabyte about how he raised the maximum map size, I'm sure he'll tell you. It'll be a lot of pissing about so make sure you have a coder who knows what he's doing.
What's the maximum size for a map? Can you connect maps with loading screens?
I'm thinking about making an open world game with Source, but don't know if I should invest the time into learning how to make a Source mod.
You could connect several maps together. But that means it won't work on a server.
Also, if you want to make cities big, they'll lack detail due to engine limits, with very, very few enterable buildings.
You're best stuck with making a small village, like downtown.
[QUOTE=cqbcat;28470232]What's the maximum size for a map? Can you connect maps with loading screens?
I'm thinking about making an open world game with Source, but don't know if I should invest the time into learning how to make a Source mod.[/QUOTE]
32768^3 units. You can increase it but you need a custom compiler and you have to change the word format in Source to allow for more address space. You can just use loading screens but that wouldn't work very well so instead you could use a second server for another part of the map, and stream both server chats into one.
[QUOTE=Legend286;28473596]32768^3 units. You can increase it but you need a custom compiler and you have to change the word format in Source to allow for more address space. You can just use loading screens but that wouldn't work very well so instead you could use a second server for another part of the map, and stream both server chats into one.[/QUOTE]
I guess it would be easier just to get a more suitable engine or even make my own.
[QUOTE=cqbcat;28475765]I guess it would be easier just to get a more suitable engine or even make my own.[/QUOTE]Pretty much. Source is not the best for open world games
Wait, if I use the Source engine, I could make a game like Half-Life 2?
Then I would make an open world where it's like a network of subway tunnels and sewers. This "open world" would be used to access small areas on the surface. So it would be open world, but not in the sense that GTA or Fallout is.
Too much work required when you could use an engine better suited to a free roam game.
[QUOTE=spekter;28480708]Too much work required when you could use an engine better suited to a free roam game.[/QUOTE]
Cryengine
:allears:
[QUOTE=superdinoman;28481013]Cryengine
:allears:[/QUOTE]
Cryengine 3 standalone sdk is coming out this summer :allears:
[QUOTE=spekter;28480708]Too much work required when you could use an engine better suited to a free roam game.[/QUOTE]
Gamebryo :buddy:
[QUOTE=Yakekuso;28490736]Is it bad?[/QUOTE]
Well what do you think, unless you like games with texture seams, fucked up shading and no lighting.
Didn't they use Gamebryo for Fallout 3 and Oblivion?
[QUOTE=Zay333;28493477]Didn't they use Gamebryo for Fallout 3 and Oblivion?[/QUOTE]
Yes, only highly modified so it was [i]SOMEWHAT[/i] usable.
I like odd faces and no diagonal movement.
You can scale everything in the game by 0.5 or 0.25, but this means don't use stock content at all. There will be certain precision loss, but I don't think it's really critical, if you have 512x512 texture, 2.56 units shift is acceptable, or you can even modify Hammer to use 3 places instead of 2 for texture scale. I don't think you would need to create 1- or 2-unit brushes in an open-world game either: for open world, .mdl models are much more suitable, because they support LODs and don't modify vis and polygon structure at all.
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