Wan't this already done with the gmod x4 initiative?
They hit issues with some polygons being too small and "spidering" out.
Have you fixed this?
I was kind of sad when I couldn't dupe anything.
[img]http://i.imgur.com/dobYWj3.jpg[/img]
[img]http://i.imgur.com/t5hFe6d.png[/img]
[QUOTE=mdeceiver79;43532392]Wan't this already done with the gmod x4 initiative?
They hit issues with some polygons being too small and "spidering" out.
Have you fixed this?[/QUOTE]
It was done [i]way[/i] before that, and the 'x4 initiative' never got anywhere; just a bunch of ideas guys (one of them even wanted to recompile every model at a smaller scale. Lol...).
Thanks for the upload to github. Very much appreciated :)
[QUOTE=Diggz;43531690]text[/QUOTE]
I explained what I mean by big hit. It's not my FPS at all, it's just the price for a larger map is the reduction of overall gameplay and visual quality. Which I don't feel is worth it.
[QUOTE=anman20;43532404] :C [/QUOTE]
Read the OP.
And unrezt, yeah this isn't anything new. The only real difference is the fact that with the prediction workaround MDave found, physmodded props can be interacted with as if they were normal props.
[QUOTE=NightmareX91;43261018]This'd be useful for Spacebuild.[/QUOTE]
Thats the plan
Here comes the big scary necromancer (sorry about that). Seriously though, is this still alive? This could revitalize basically all of gmod.
Necro round 2:
Not really, I simply dont have the time to develop it myself. I believe it was busted a few updates ago, I've been tinkering on and off with it but I'm mostly just waiting to see what Grayman's VPhysics lets me do.
Necro-alert. This looks pretty cool, could you potentially re-upload somewhere or is it hosted in the workshop? Sad that 4x initiative and this both never got anywhere. The whole map size limit really is the only major drawback about GMOD in my opinion.
[url]https://github.com/flyingpenis/BigBox[/url]
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