• 4x Gmod Initiative
    82 replies, posted
Got more progress, specifically relating to scaling props to little people sized. Also the map is properly scaled, the biggest issue is shadows, but that can easily be changed with the lightmap scale going lower than 16. [video=youtube;ffhR8WXCNKs]http://www.youtube.com/watch?v=ffhR8WXCNKs[/video] Also keep in mind, all credit for the code is Whitewater. Rate him lua king, not me. I just make maps and 'came up with' the idea. Up next is total scaling of everything.
This could also be for easy rats maps.
This is really coming along, I would absolutely love larger maps, and this might be the way we do it.
One thing we're really looking for right now is for somebody to rescale the vehicle models (through an actual modelling program). Airboat, jeep and the standard gmod vehicle chairs. Those cannot currently be scaled through the code without causing crashes. We can however take actual smaller models and make scars out of them, which will also allow us to change the speed to a proportionate amount on the jeep / airboat, which also cannot currently be done through the code. If anybody knows somebody or is a certain somebody who can do this, please let us know!
[QUOTE=Complicated;41423834]Meanwhile Garry thinks the current mapsize is more than enough for most of us here :/[/QUOTE] It isn't so much of a garry doesn't want to do it but that you break compatibility with all other source games - they expect the map to store coordinates in a certain format and when you store doubles rather than shorts, they can't read them correctly. It'd involve garry supporting his custom format as well as the ones the engine currently supports, as well as having to maintain his own builds of the various compilation tools. It'd be nice to have, especially for large-scale gamemodes that would need more than the relatively small volume the maps offer, but is impractical to implement.
Does anybody know a fix or quick hack around the [b]standing[/b], but not crouching, player hull being scaled by SetModelScale? I've tried to set it in a hook around Pre/PostPlayerDraw, but the problem persists.
Tried to set what? Model scale? I'm not sure what you're talking about... can you grab a screenshot or something?
[QUOTE=TweaK2007;41432865]Tried to set what? Model scale? I'm not sure what you're talking about... can you grab a screenshot or something?[/QUOTE] When you SetModelScale a player, their standing hull is also sized down. This wouldn't be a problem if I could just not set the standing hull, but the hull that players collide against ISN'T scaled by SetModelScale. So you end up with either the ability to literally walk over other players (the current solution), or you hit an invisible wall ~1 foot away from the other players.
It looks like your script is doing about the same thing as the old colossal sandbox addon, except it doesn't kill the player after scaling them down. I think players need to respawn for those settings to take effect or something. I don't remember having any issues like that when I was playing around with it, so you might try that? edit: your script is also not setting hull sizes and modelscale on the client for other players, only LocalPlayer... not sure if that is required too but it's something to look into.
Lowering the lightmap scale will make the map larger, and they'll still appear pretty pixelated since you're so much closer.
Just throwing an idea out here: Why don't you re-render Props on the client using draw hooks. In otherwords, It will be the same size mathematically, But the way it is drawn, It will look smaller, And keep its detail.
[QUOTE=dingusnin;41438647]Just throwing an idea out here: Why don't you re-render Props on the client using draw hooks. In otherwords, It will be the same size mathematically, But the way it is drawn, It will look smaller, And keep its detail.[/QUOTE] You have no idea what you're talking about, sir.
he's just talking about scaling the visual model, not the mesh. which wouldn't work.. because trying to build with props that are actually 4x larger would be fucked up.
[QUOTE=EvacX;41441744]You have no idea what you're talking about, sir.[/QUOTE] If you look into DModelPanel Paint function, You will actually see what I mean. Sure, Its a hacky way of doing things, But it will work. How ever, The mesh would not change. All this would do would make the models seem smaller.
SetModelScale takes care of the visual model easily. The physics object is what needs to be scaled...
[QUOTE=TweaK2007;41445696]SetModelScale takes care of the visual model easily. The physics object is what needs to be scaled...[/QUOTE] Which is why we need a way to do that either via code (probably would need Garry to add something to do so to the engine) or somebody to actually scale the models. I'm sure some type of batch compiler for a modelling program can be used to convert everything in a queue automagically. The idea and the work aren't impossible, they just take time and dedication, for what I believe to be a worthwhile goal.
Might this help then? [url]http://www.facepunch.com/showthread.php?t=949119[/url]
[QUOTE=dingusnin;41445657]If you look into DModelPanel Paint function, You will actually see what I mean. Sure, Its a hacky way of doing things, But it will work. How ever, The mesh would not change. All this would do would make the models seem smaller.[/QUOTE] But why would you want to hook into shit? Just SetModelScale, it's exactly what you're describing?
[QUOTE=|Arblarg|;41445759]Which is why we need a way to do that either via code [/QUOTE] Forgive me, but isn't that exactly what White's script does? Apart from a few bugs (models that become too small and crash the server, you could just blacklist them). Seemed to work fine to me. [QUOTE]Somebody to actually scale the models.[/QUOTE] That really shouldn't even be considered as an option. If for some reason the lua method doesn't work out, the project might as well be abandoned.
[QUOTE=unrezt;41447035]Forgive me, but isn't that exactly what White's script does? Apart from a few bugs (models that become too small and crash the server, you could just blacklist them). Seemed to work fine to me.[/quote] It works for the visible model and *most* square props. However it doesn't work nicely with triangles, spheres or vehicles. It also does not change the hull, so where you pick it up is still where it is with the normal prop. [QUOTE=unrezt;41447035] That really shouldn't even be considered as an option. If for some reason the lua method doesn't work out, the project might as well be abandoned.[/QUOTE] Give up for the possibility of making maps perspective 4x larger just because there is not one person here who can't scale the actual models?
Do any of you know if Player Entities have a set weight? Are you able to set a players weight? If so, you could also use that to help for things like gravity and such. If i use this in my gamemode, i'll need to find a good medium/ [editline]14th July 2013[/editline] [QUOTE=|Arblarg|;41449632]It works for the visible model and *most* square props. However it doesn't work nicely with triangles, spheres or vehicles. It also does not change the hull, so where you pick it up is still where it is with the normal prop. Give up for the possibility of making maps perspective 4x larger just because there is not one person here who can't scale the actual models?[/QUOTE] Solution: find a modeler to hex those vehicles and change their physboxes.
I know that players weigh 85kg but I don't know if you can set it or if setting it actually does anything.
[QUOTE=|Arblarg|;41449632]It works for the visible model and *most* square props. However it doesn't work nicely with triangles, spheres or vehicles. It also does not change the hull, so where you pick it up is still where it is with the normal prop.[/QUOTE] You posted a video of the hulls scaling fine... what exactly was going on in that video, what am I missing? [QUOTE]Give up for the possibility of making maps perspective 4x larger just because there is not one person here who can't scale the actual models?[/QUOTE] No, 'give up' because its a horrible way to go about it. There is no reason it can't be done with lua, from what I have seen in this thread, its already been done... - There are [i]thousands[/i] of models that people use. - Many of these models are from source games (you cant go around fully uploading game content for people to download) - studiomdl probably wont even let you compile models that small (with the correct physics) - don't touch my model pack ;)
Yeah, if I had a choice between just dealing with the default sizes/limits and downloading specially made props and scripts, I'd probably just deal with the defaults. If it's not automatically handled with a script and I have to manage a list of downsized props, I don't think I'd have the motivation to keep it up.
Why can't you, just in the meantime, create simple physics box around each model? we don't need perfectly matching physics models on every prop, most props you build with anyways don't have concave faces. the ones that are you just wont be able to go/put stuff in. A lot of models, for example, wiremod chips and such would fit this description perfectly, phx plates, al lthe sprops ect
If you need coders, why not make a github repository? It's really nice to keep track of changes and everyone can make a pull request, if they want to help the project. Then you can review it and merge it with the master branch, if it's a good contribution.
[QUOTE=TweaK2007;41449788]I know that players weigh 85kg but I don't know if you can set it or if setting it actually does anything.[/QUOTE] I've always just - for k,v in pairs( player.GetAll()) do v:GetPhysicsObject():SetMass( 50000 ) end - and jump on wooden crates and watch them detonate violently out from under me
One major issue so far... Sound falloff / decay. The sounds falloff distance for everything wont scale. We'd need to nag Garry for sound hooks which could allow us to edit both Lua and game / engine created sounds.
Question to the OP: Does downscaling physics meshes degrade performance (I mean complex meshes, not stuff like boxes for example)? The last time i tried, the performance was horrid on my PC and it crashed with certain objects. If it doesn't lag, I will try to help with anything I can.
[QUOTE=KatNotDinner;41465764]Question to the OP: Does downscaling physics meshes degrade performance (I mean complex meshes, not stuff like boxes for example)? The last time i tried, the performance was horrid on my PC and it crashed with certain objects. If it doesn't lag, I will try to help with anything I can.[/QUOTE] I may be wrong but i believe its fine though i'd assume once it gets small enough to not fit inside of a float... you'd probably start finding problems. 1/4 scale almost definitely would be fine.
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