• 4x Gmod Initiative
    82 replies, posted
[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] The answer is "kind of". It used to, but then I made some changes on the client that made it not, except then it crashed like 30-40% more, so then I reverted the changes. The lack of lag stayed, then went away later, then came back... It's really intermittent. I'd probably look into a vertex fusing algorithm if I had the time right now, so vertices that were too close in the physics mesh could just become one. We would lose some part of detail, yes, but it's that same detail that causes us crashes (AFAIK). EDIT 1: In other news, scripts *should* now believe you're actually at the 4x scaled up distances that you appear to think you're at. In related other news, the Light tool is now horrifically broken by the script because I didn't scale the vectors that go into the light creation yet. EDIT 2: Many things are broken. Help me by telling me what is.
[QUOTE=|Arblarg|;41429038]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.[/QUOTE] Please tell me you're not saying you came up with the idea of scaling everything down.
[QUOTE=Amplar;41496125]Please tell me you're not saying you came up with the idea of scaling everything down.[/QUOTE] In bounds of source engine there's no other way without redoing a big part of the engine.
[QUOTE=Robotboy655;41496493]In bounds of source engine there's no other way without redoing a big part of the engine.[/QUOTE] That's not what he meant. He is asking if the OP thinks it was his original idea (because it wasn't, the idea has been around for at least half a decade).
that wiremod furry was the one to first test it i think, and then i just reminded people of it a few weeks ago.
[QUOTE=Amplar;41496125]Please tell me you're not saying you came up with the idea of scaling everything down.[/QUOTE] There was a reason why I put it as [B]'[/B]came up with[B]'[/B]. (in quotations) Merely as a way of saying doing it for gmod 13 and doing it right to where it works. That and I started getting it organized rather than letting the idea rot away on lost pages of unrelated threads. I try not to credit myself too much though, as really all I've done is organize this and make the maps we've been testing on. All credit for the code goes to Whiteh20.
Any noteworthy progress on this as of now?
[QUOTE=Minelayer;41431227]This could also be for easy rats maps.[/QUOTE] What if you are on a rat map and change the scale to 1/4 it would be flea maps!
I found out the last piece of information to the puzzle, in my case. I already had scaling of props, players, npcs, and all of that worked perfectly months ago. I finally figured a way to re-size vehicles without having to re-model or re-compile them a few weeks ago after I decided to look into it again because of this thread. The technology is ready to be implemented. I just need 1 thing done for me. I'll do a proof of concept once I have it. Oh, at 1/2 scale: you'd have 4x. Imagine scaling evocity_v33x by 2 on the x and y and z. If you placed more of those scaled versions next to each-other, From this X You'd have this: XX XX If you decided to take X and do 1/4 = 16x gmod XXXX XXXX XXXX XXXX I'm working with a few people to make it a reality on my technology.
Is anyone still working on this?
I am on my version. Still waiting one the last element of mine to be created so I can do tests. Once it all works, I have a guy willing to start on a map.
[QUOTE=Acecool;41700807]I am on my version. Still waiting one the last element of mine to be created so I can do tests. Once it all works, I have a guy willing to start on a map.[/QUOTE] Sweet! I've waited so long for something like this.
honk honk
Great project, wonder how this turns out. If this doesn't work Garry will just needs to make Gmod for the CryEngine 3 :D
[QUOTE=Acecool;41700807]I am on my version. Still waiting one the last element of mine to be created so I can do tests. Once it all works, I have a guy willing to start on a map.[/QUOTE] If you want something I already have done, its made for 1/4 scale. [url]https://dl.dropboxusercontent.com/u/7633313/gm_ministruct.rar[/url] and if you want to look at the source for the code - [url]https://dl.dropboxusercontent.com/u/313549/physicscaling.lua[/url] Go wild. Still really looking for people to help with it, any help is appreciated.
I can't do anything until the 23rd ish because I'm working on a large transcription job, but thanks! Basically the way I was going to scale the vehicles ( last speedbump ) is to have a blank vehicle model made, and render as clientsidemodels the vehicle which the player spawned, then map the animations from the blank model to each vehicle to give the illusion that they're driving a particular vehicle; works quite well with my clientsidemodel system actually, just need the smaller model. But, there's someone in the WAYWO thread that figured out scaling of props by regenerating the physmesh so I may ask him how he did it, to see if it works for vehicles. If it doesn't as he did say it doesn't work for complex models then my way may still be ideal. Already tested the theory and it works. Hmm, Actually, I could probably just use a prop, scale it down which I have working, then do my CSM system and map out the animations a different way but to do that I'd have to use the entity driving feature and probably code quite a bit of extra stuff.. Hmm. Thanks for the map, it will definitely help with testing :-) For the final, I'm going to take V33, scale it down quite a bit, and see about incorporating 2 to 3 large cities, some towns, farm lands, rivers, ocean, highway and other nice aspects into one huge map using the prop-to-model tool so that the brush limit isn't reached. Huge project but it would be the icing on the cake once my game-mode is ready.
[QUOTE=Acecool;41868025]I can't do anything until the 23rd ish because I'm working on a large transcription job, but thanks! Basically the way I was going to scale the vehicles ( last speedbump ) is to have a blank vehicle model made, and render as clientsidemodels the vehicle which the player spawned, then map the animations from the blank model to each vehicle to give the illusion that they're driving a particular vehicle; works quite well with my clientsidemodel system actually, just need the smaller model. But, there's someone in the WAYWO thread that figured out scaling of props by regenerating the physmesh so I may ask him how he did it, to see if it works for vehicles. If it doesn't as he did say it doesn't work for complex models then my way may still be ideal. Already tested the theory and it works. Hmm, Actually, I could probably just use a prop, scale it down which I have working, then do my CSM system and map out the animations a different way but to do that I'd have to use the entity driving feature and probably code quite a bit of extra stuff.. Hmm. Thanks for the map, it will definitely help with testing :-) For the final, I'm going to take V33, scale it down quite a bit, and see about incorporating 2 to 3 large cities, some towns, farm lands, rivers, ocean, highway and other nice aspects into one huge map using the prop-to-model tool so that the brush limit isn't reached. Huge project but it would be the icing on the cake once my game-mode is ready.[/QUOTE] Nice! Also, about ADV dupe 2, is this compatible with the scaling? If not, couldn't you just scale down the local coordinates for each prop as well as their size? Would that work?
Speaking of 1/4th scale maps... [IMG]http://cloud.steampowered.com/ugc/884115325728442264/AC42C7E1A258CAB9DCCB69B779146D6BB9A3CEDD/[/IMG] Behold. A rather simple flat map I made of an airfield, some hangars, etc. 1/4 scale, but rather simplistic.
If i see some work out of this I may create a script turn .vmf map files into 1/4th the scale so mappers can work at full size until they're ready to shrink it.
[QUOTE=Th13teen;41949898]If i see some work out of this I may create a script turn .vmf map files into 1/4th the scale so mappers can work at full size until they're ready to shrink it.[/QUOTE] Which will push vertices off-grid which does more bad than good. [editline]24th August 2013[/editline] And it'd be totally pointless still because the grid in Hammer isn't getting bigger whether you want it to or not. If you build a full-scale map and then downscale it 4 times then you might aswell not rely on this '4x' crap anyway.
If people would like my old 1/16th scale pair of maps I would be happy to provide them, although I think they may be missing a few textures.
[QUOTE=metallics;41950785]If people would like my old 1/16th scale pair of maps I would be happy to provide them, although I think they may be missing a few textures.[/QUOTE] May I have a copy of those maps, Metallica? I would like to to enjoy gmod in 1/16th splendor. To all others in this thread, this may interest you: [url]http://facepunch.com/showthread.php?t=1336810[/url]
Well I wish you good luck on your project! I don't play sandbox much so I don't know what is wrong with the default size of construct or flatgrass. flatgrass is too large and open so I like doing my testing at construct, I don't like being in voids of large open spaces. I imagine if the same space was turned into a structure it could fit a huge warehouse, a building, large long sky hallways, etc... The actual limit seems larger than I would want to walk across already
Sorry, you need to Log In to post a reply to this thread.