[QUOTE=HiddenMyst;15935184]How do people build stuff on a tiny circle in SB?[/QUOTE]
When I try to make it as large as Source allowes it, first VRAD crashes, and in-game, I get this:
[img]http://img11.imageshack.us/img11/6745/errrrrrr.png[/img]
[QUOTE=Dlaor;16197408]When I try to make it as large as Source allowes it, first VRAD crashes, and in-game, I get this:
[img]http://img11.imageshack.us/img11/6745/errrrrrr.png[/img][/QUOTE]
How did you make the planets?
[QUOTE=HiddenMyst;16197733]How did you make the planets?[/QUOTE]
Post 292.
[QUOTE=Dlaor-guy;15888520]I'll give you 3 hints.
1. 3ds Max
2. Geosphere
3. [url=http://filebox.me/files/x52hzvqrf_exportVMF.zip]VMF export plugin[/url][/QUOTE]
[QUOTE=Dlaor;16216555]Post 292.[/QUOTE]
Ok. I was just trying to see why it might be causing that error. How many faces does your sphere have?
hmm...
Ulysses Universe - dead
Gooniverse 2 - dead
Comprehensive spacebuild tut - dead
...
Anything actually interesting - dead
this has to stop.
someone needs to go bug the coder of spidermod for their stick-to-the-wall code and then idk, find some way to make an icosahedron primitive for hammer, cuz that kind fo shape is really the best for spheres (at least that don't make hammer/source throw a hissy fit)
idk, flame me if u want to, it just makes me mad that all the cool stuff goes dead
[QUOTE=Ragglefraggle;16604936]hmm...
Ulysses Universe - dead
Gooniverse 2 - dead
Comprehensive spacebuild tut - dead
...
Anything actually interesting - dead
this has to stop.
someone needs to go bug the coder of spidermod for their stick-to-the-wall code and then idk, find some way to make an icosahedron primitive for hammer, cuz that kind fo shape is really the best for spheres (at least that don't make hammer/source throw a hissy fit)
idk, flame me if u want to, it just makes me mad that all the cool stuff goes dead[/QUOTE]
Use a spherical vector field generated in lua, no need to deal with hammer.
Link dead it says that the server denies the access
[QUOTE=carmaster;17553415]Link dead it says that the server denies the access[/QUOTE]
I happen to have a version of it here:
[url]http://dl.getdropbox.com/u/99862/uu.7z[/url]
I'm fairly certain it crashes on load, though.
there's probably some way to fix the sliding...
maybe some freaky way, like turning of physics for the player, then parenting them to the planet once they're close enough, and then moving them when they try to move... that way things would float in space, have gravity on planets, and slow down servers because that would be pretty hard for it to calculate...
just a wild guess, probably wouldn't work.
[QUOTE=Levybreak;17555342]I happen to have a version of it here:
[url]http://dl.getdropbox.com/u/99862/uu.7z[/url]
I'm fairly certain it crashes on load, though.[/QUOTE]
For some reason, that file just refuses to download.
I'm curious. How big will each planet be? How far can be between each planet? I'm finding the whole idea of this very improbable as it will need to be stretching from one end of Hammer's grid to the other to be playable at all. How will the planets be made? Will everything be shrunk great amounts to make for a much larger game area?
I also notice Megiddo has given up on this project. Is anyone planning to take up the reigns?
Planets can be any size you want really.
[QUOTE=Kung Fu Jew;17571018]I'm curious. How big will each planet be? How far can be between each planet? I'm finding the whole idea of this very improbable as it will need to be stretching from one end of Hammer's grid to the other to be playable at all. How will the planets be made? Will everything be shrunk great amounts to make for a much larger game area?
I also notice Megiddo has given up on this project. Is anyone planning to take up the reigns?[/QUOTE]
I am really interested in making it load past the maps, gonna have a mapping friend find out why the map crashes out garrysmod.
But yeah, if I get it working, and fix the bugs that bother most people, it sure sounds like a good idea to post it.
[QUOTE=LauIsFun;17758083]I am really interested in making it load past the maps, gonna have a mapping friend find out why the map crashes out garrysmod.
But yeah, if I get it working, and fix the bugs that bother most people, it sure sounds like a good idea to post it.[/QUOTE]
If I had to guess, it's because it has too many off grid verts for the EP2 engine to handle. (Which is why it can load up in EP1 (mentioned a few pages back, I think) just fine, apparently).
Make a displacement/model planet, see if that works.
And the failing that, invert the gravity to go away from a central point and make a Dyson sphere. That's MUCH cooler.
But yeah, you still have the sliding issue, friction doesn't seem to work when the player is not using standard gravity. It might be because the forces binding the player to the planet and those forcing him up find one slightly overpowered by the other, causing him either to slide all around like it's ice or be grounded in place. A solution to that would be quite nice, though.
[QUOTE=Levybreak;17767270]If I had to guess, it's because it has too many off grid verts for the EP2 engine to handle. (Which is why it can load up in EP1 (mentioned a few pages back, I think) just fine, apparently).
Make a displacement/model planet, see if that works.
And the failing that, invert the gravity to go away from a central point and make a Dyson sphere. That's MUCH cooler.
But yeah, you still have the sliding issue, friction doesn't seem to work when the player is not using standard gravity. It might be because the forces binding the player to the planet and those forcing him up find one slightly overpowered by the other, causing him either to slide all around like it's ice or be grounded in place. A solution to that would be quite nice, though.[/QUOTE]
I have since gotten my friend to complete the map that works, but the orientation of view is all I could get fixed, afaik my angle usage is complete shit and I am so frustrated that I cannot figure out how to get the server to properly set the aim and orientation of the player on the surface of the world...
I am not good at lua, but for the viewpoint issue, I think you should make it relative to the gravity direction, by checking spidermod for the viewpoint code.
The friction is basically just a decrease in speed, so say every step set the velocity to velocity -5 or so? if it is because you don't want people to get stuck in space, you could make it relative to the gravity.
I wonder if this can be like Noctis and have like a procedurally generating space gamemode.
Is anyone working on this? HiddenMyst? Dlaor?
[QUOTE=M1kk3l109;18063180]Is anyone working on this? HiddenMyst? Dlaor?[/QUOTE]
Got everything working except the movement orientation, aim and view orientation are perfect, so I just gotta make my own movement for the player and it should be rocking then.
nice :D
[QUOTE=borisvdb;17844359]I wonder if this can be like Noctis and have like a procedurally generating space gamemode.[/QUOTE]
That could be amazing. If they couple that with m-class style maps (and shrunk down props), you could have a practically limitless environment.
Holy crap. Flashback to 2007 much?
[QUOTE=NanoSquid;18212435]Holy crap. Flashback to 2007 much?[/QUOTE]
This thread has had a constant trickle of posts since it's original posting, people would love to see the idea come to fruition, it just seems so impossible to do.
Oh man, sorry for bumping an old thread but I would like to revive this. I remember creating a map with multiple planets, and one of them had a large building on it just to test it out. We need to generate some more interest in this, it would be awesome if we could create our own Spacebuild mod, but without all the faggotty shit that makes it lag, like a massively overcomplicated life support system, and things like that.
[QUOTE=ZenX2;17557638]there's probably some way to fix the sliding...
maybe some freaky way, like turning of physics for the player, then parenting them to the planet once they're close enough, and then moving them when they try to move... that way things would float in space, have gravity on planets, and slow down servers because that would be pretty hard for it to calculate...
just a wild guess, probably wouldn't work.[/QUOTE]
well im probably talking majorly out of my a**, but another idea could be overriding whatever code deals with the player's friction "normally" to some kind of
Ff=mu•Fn
method for any face of the player's collision model contacting the planet's surface when a player is inside a planet's gravity field.
The normal friction seems to do something like plug in whatever friction value it gets from a
Ff=mu•(mass of player • -9.8 m/s in the z axis) sort of method if the surface contacted is from 0 to 45 degrees of rotation.
maybe change the 45 to 360 or force the is it from 0 to 45 to always be true.
Source seems to ignore for example if youre strying to scrape across a wall with x newtons of force in certain directions in x, y, and z unless the surface isn't more than 45 on x or y. The bottom of the feet on the players bounding box/physics model/idkwhatitscalled should be what deal with player friction IMO. like friction "plates" on your feet, and so then if the player model is rotated, then bottom of the feet will rotate with them and encounter friction with what runs into them if what they run into is from 0 to 45 (or -45) degrees rotation <i>relative</i> to them. Like if (rotation values of feet)-(rotation values of surface) = 0 to 45 then friction, instead of just if rotation surface = 0 to 45 then friction, if thats even remotely the way source usually deals with friction. I have a feeling im just restating the same kind of idea everyone else has been trying to to figure out how to do >.>"
parent these friction plates to the bottom of the player's feet and have them move with the feet? = D
See dystopia. In cyber mode the gravity point changes. Is the same but changing the wall with the new possition in the sphere. It would need excelent PC to work coz are a lot of math calcs
[QUOTE=carmaster;18797145]See dystopia. In cyber mode the gravity point changes. Is the same but changing the wall with the new possition in the sphere. It would need excelent PC to work coz are a lot of math calcs[/QUOTE]
Boy, computers were created to run math calculations. I doubt it'd take that much power.
Yes but think that a circle has infinite tangents so a sphere that has infinite circles..... You should calculate the entire vector with any walk so if you move fast are a ot of calcs
Optimisation. The player wouldn't probably notice even if there were only a few hundreds of pre-calculated vectors :)
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