• Is it possible to create another world within GMod?
    54 replies, posted
i had no idea M class maps existed until this thread, that thing was amazing! now if only everything wasn't huge....
[QUOTE=Bletotum;18631834]He didn't say anything about mahalis's box. You're just bad at your arguement.[/QUOTE] You should have read more closely: [QUOTE=TehDoomCat;18624790]As for not seeing shit... there are hacky ways 'round that, changing how stuff's rendered, I guess. [b]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?[/b] Portal guns have been made with varying amounts of success in GMod before so there's no reason why this couldn't work.[/QUOTE] He's right, sort of. As Lexic and FlowXobDans mentioned, though, the box isn't even "off the map"—it just finds empty space in the sky. That probably isn't a useful solution here.
[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] It's hacky because you have to "alter a lot of physics constants" in order to get it work, which means weird things going on with said physics. The thread you linked to says gm_wireconstruct_m suffers from the following: "Animations a lot slower than they should be" "All regular props are HUGE" - like he said, not a bug, but a major inconvenience "Regular vehicles are spazzy sometimes", the solution being to "not use them" Don't get me wrong, the m-class idea is ingenious if it lets people make massive maps. But scaling down everything graphically and physically is bound to have bugs.
... Shit. Still awesome though.
[QUOTE=_Kilburn;18624124]Would get you a quick video, but I have to go right now. Will try to do that tomorrow if I can.[/QUOTE] [media]http://www.youtube.com/watch?v=0Xf3H413-a8[/media] Video, as promised, for those who still care.
[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. [/QUOTE] It already DOES happen. Go see for yourself. Turn on wireframe, so you can see what's happening. EDIT: Give me clocks please
[QUOTE=robowurmz;18644103]It already DOES happen. Go see for yourself. Turn on wireframe, so you can see what's happening.[/QUOTE] Turning wireframe on won't work, since wireframe draws only what is actually rendered on the client. And since in the void, nothing is meant to be visible... well you get the idea.
Actually, this has already been done to some extent. I can't remember what they called it, but it's basically instancing. Players and objects occupy the same space, but are in two separate instances which can't see, hear, or interact with one another. After that, just apply some post-processing to people's views in one of the instances. Although, putting people in a giant box entity outside the map works too...
[QUOTE=Dark Wolf;18646804]Actually, this has already been done to some extent. I can't remember what they called it, but it's basically instancing. Players and objects occupy the same space, but are in two separate instances which can't see, hear, or interact with one another. After that, just apply some post-processing to people's views in one of the instances. Although, putting people in a giant box entity outside the map works too...[/QUOTE] Things get pretty funky when you start trying to do things outside of the map bounds. Source has a built-in limit for the size of the map for a reason, and anything that takes place outside of those map bounds (traces, collision tests, visiblity tests, etc) is not guaranteed to work. One reason I can think of for these limits is that you start experiencing floating point errors as you get further from the origin (the coordinates start getting larger, which affects the precision of operations performed upon them.)
snip.
I love how much the title gives it the appearance of GMod quantum physics or something. Physically speaking, creating a dimension (in the game, each "world" is its own dimension) inside another dimension. Whoa...
Just stay out of the void. It's called the void for reason. (Melkor bitch) It's very possible, map it. Don't think every thing can be changed with magic lua, Source is very bound.
[QUOTE=zackiller25;18702663]Just stay out of the void. It's called the void for reason. (Melkor bitch) It's very possible, map it. Don't think every thing can be changed with magic lua, Source is very bound.[/QUOTE] if i remember theres an odd space that seperates the sky and viewable ground in the skybox, it could easily go in there
That would be the void.
[QUOTE=zackiller25;18703930]That would be the void.[/QUOTE] wha?...NO..im talking about when your standing on the ground of the skybox, in gm construct and other maps, when you look over the edge of the map you see that there is part of the skybox that can be used, and the void is just the black or white blank space outside of maps, the skybox is part of the map just made to represent, obviously, the sky they are 2 completely different things, aslo in the void you cant move if you undo no-clip
[QUOTE=zackiller25;18702663]Don't think every thing can be changed with magic lua, Source is very bound.[/QUOTE] Oh, how wrong you are :D.
[QUOTE=Bletotum;18708781]Oh, how wrong you are :D.[/QUOTE] I would be [i]wrong[/i] if garry would lua bind every in source, because that isn't going happen, I'm right. [editline]10:43PM[/editline] [QUOTE=s.n.;18704268]wha?...NO..im talking about when your standing on the ground of the skybox, in gm construct and other maps, when you look over the edge of the map you see that there is part of the skybox that can be used, and the void is just the black or white blank space outside of maps, the skybox is part of the map just made to represent, obviously, the sky they are 2 completely different things, aslo in the void you cant move if you undo no-clip[/QUOTE] Not every map has a 3D skybox, and I'm not sure mapper would be happy if people disable them.
Dude, it'll be awesome if someone does figure out how to/finish making another world within gmod. I think it would just be good enough to make a map, then in hammer make a new map right under it and place a teleporter.
[QUOTE=Bletotum;18614977]Magic box videos by mahalis: [media]http://www.youtube.com/watch?v=pV6PrT6VBnQ[/media] [/QUOTE] Stop the video at 0:34 and look at the edges of the box. Its in the sky :o [editline]02:29AM[/editline] [QUOTE=mahalis;18636958]You should have read more closely: He's right, sort of. As Lexic and FlowXobDans mentioned, though, the box isn't even "off the map"—it just finds empty space in the sky. That probably isn't a useful solution here.[/QUOTE] Fucking
[QUOTE=Bletotum;18622654]You make me wonder why gmodtower used to be running out of suites.[/QUOTE] Oh snap
Is anyone currently investigating this or is it dead? :(
[QUOTE=s.n.;18704268]wha?...NO..im talking about when your standing on the ground of the skybox, in gm construct and other maps, when you look over the edge of the map you see that there is part of the skybox that can be used, and the void is just the black or white blank space outside of maps, the skybox is part of the map just made to represent, obviously, the sky they are 2 completely different things, aslo in the void you cant move if you undo no-clip[/QUOTE] Obviously, you have never mapped before. That area in Construct you are talking about, with the "part of the skybox that can be used" is technically part of the main playing area. You see, there's the main game map, and there's the 3D skybox, which is usually far away from the rest of the map. The 3D skybox is generally built and rendered at 1/16th scale, and then upscaled so it appears to be in proportion with everything else. Not every map has a 3D skybox, those that do usually have very small ones, and there are some issues with rendering when the player is inside it, which would make it impractical for something like this. The 2D skybox, or the part of the map that actually looks like sky, is merely a massive cube, textured with a certain texture specified by the mapper in the map properties setup, and rendered through any material with the "tools/toolsskybox" texture. It is not a physical part of the map, just something rendered by the engine behind everything else when the tools/toolsskybox texture is present. [/wall of text]
a bit of a bump but i have an idea you know objects default in gmod? from hl2 and they never had a bottom? you could see through the whole model like a one way mirror im thinking if you do the same to the inside, and put it in the sky, not skybox, it would have the illusion of not being there
[QUOTE=zackiller25;18734554]I would be [i]wrong[/i] if garry would lua bind every in source, because that isn't going happen, I'm right.[/QUOTE] If garry doesn't do it, someone else will. Modules, obviously.
Most of the stuff in Garry's Mod is community made, and that's the way we like it.
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