[QUOTE=Xera][url]http://garrysmod.com/wiki/?title=Entity.PhysicsInitSphere[/url]
:confused:[/QUOTE]
And this is a perfect example of why I still keep coming to Facepunch for discussions.
Nice catch Xera.
I'll have to look into doing it that way Xera, but I have a feeling that it will turn out badly... Still have to render it too (I know about meshes/quads, but that's still not a sphere).
Anyways, I stuck a new map on svn with lighting, more spawns, and a proper skybox. Screenshot below!
[URL=http://imageshack.us][IMG]http://img107.imageshack.us/img107/1592/sphere8med20000cy9.jpg[/IMG][/URL]
That is what i call a prefect sphere :)
[QUOTE=kevkev]That is what i call a prefect sphere :)[/QUOTE]
Well then you don't know what a perfect sphere is. :v:
Just kidding. It's pretty close, though it isn't actually.
[QUOTE=Omnimmotus]Well then you don't know what a perfect sphere is. :v:
Just kidding. It's pretty close, though it isn't actually.[/QUOTE]
It's as close as the engine will let us come! :)
In game it is very very close to being perfect. IT actually seems perfect especially when it's a large sphere.
Yes. It's really fun to mess around on but only for a few minutes. Once you go near the edge the whole effect is lost. You can't even stand on the bottom of the planet.
[QUOTE=Sassafrass]Yes. It's really fun to mess around on but only for a few minutes. Once you go near the edge the whole effect is lost. You can't even stand on the bottom of the planet.[/QUOTE]
It's not even close to being done. You must realize that most coders/mod makers don't release something until it's almost done but megiddo has released versions since it first started. So, that's why it's all not done and ewwey when you go around the bottom side.
Also, I cooked up a massive sphere (almost to sources limits for map sizes) to play around on! [url]http://files.filefront.com/massivesphere7z/;8871218;/fileinfo.html[/url] ((thanks to zyklus for the sphere generator and megiddo for his insight!))
(((Also, it's in 7z format to save space ((((went from 55 megs to 750 megs so...)))) so if you don't have a 7z extractor get one, cause it's like the new coke, It'll be around forever lawlz. (((((DANGIT WHY CAN'T WE SAY L A W L!?!??!))))) )))
[QUOTE=Auctionedlla]It's not even close to being done. You must realize that most coders/mod makers don't release something until it's almost done but megiddo has released versions since it first started. So, that's why it's all not done and ewwey when you go around the bottom side.[/quote]
Heh, you make it sound like a bad thing... I guess it could be considered that, but I did it in part to prove that I was still working on it, and in part to motivate myself to work on it [i]more[/i].
[QUOTE=Auctionedlla]
(((Also, it's in 7z format to save space ((((went from 55 megs to 750 megs so...))))[/QUOTE]
Some compression that was!
[QUOTE=Auctionedlla](((Also, it's in 7z format to save space ((((went from 55 megs to 750 megs so...)))) so if you don't have a 7z extractor get one, cause it's like the new coke, It'll be around forever lawlz. (((((DANGIT WHY CAN'T WE SAY L A W L!?!??!))))) )))[/QUOTE]
I doubt you need 55 megs worth of data on that map. Select all the faces and turn the lightmap scale up to 256, or 512, or more if you want. It'll speed up compile and shrink the file. :)
[QUOTE=Omnimmotus]I doubt you need 55 megs worth of data on that map. Select all the faces and turn the lightmap scale up to 256, or 512, or more if you want. It'll speed up compile and shrink the file. :)[/QUOTE]
If he was using my map as a template than the lightmap scale would have already been set to 256...
This is very awesome looking. I was thinking about something like this and eventually I came to the desicion that if it was possible it'd probably have to be done in the actual SDK of the Source Engine.
I haven't tried it yet as I'm not at home but it looks very promising and I'd love to see space maps with full spheres for planets. Obviously the greatest thing I'd love to see is planets with interiors that you can fly through or build in.
What you've done so far looks great, keep up the good work Megiddo!
[QUOTE=Megiddo]If he was using my map as a template than the lightmap scale would have already been set to 256...[/QUOTE]
I see the dark side and light side thing looks very realistic, but I can imagine it's confusing whilst walking around the face of the dark side.
For movement on the bottom of the planet, couldn't you just completely override the player movment with Gamemode.Move? [url]http://www.garrysmod.com/wiki/?title=Gamemode.Move[/url]
I'd imagine you would just give the player a forward velocity when he presses forward, right velocity when he presses right, etc. Friction and stuff could be calculated with lua too (eg, if the player isn't pressing any keys and is on the ground, reduce his velocity.)
Or, you could make your planet one giant ladder in Hammer. :D
[QUOTE=TetaBonita]For movement on the bottom of the planet, couldn't you just completely override the player movment with Gamemode.Move? [url]http://www.garrysmod.com/wiki/?title=Gamemode.Move[/url]
I'd imagine you would just give the player a forward velocity when he presses forward, right velocity when he presses right, etc. Friction and stuff could be calculated with lua too (eg, if the player isn't pressing any keys and is on the ground, reduce his velocity.)
Or, you could make your planet one giant ladder in Hammer. :D[/QUOTE]
I wish it were that simple...
[QUOTE=Megiddo]I wish it were that simple...[/QUOTE]
Ha, I should have known you've tried that before. What happens when you implement something like that though? I'm curious.
[QUOTE=TetaBonita]Ha, I should have known you've tried that before. What happens when you implement something like that though? I'm curious.[/QUOTE]
It has nothing to do with velocities, it's the actual physics of the movement.
The ladder idea sounds like it would work but it's so bizarre it would just be silly. Along with the fact it'd ONLY work for movement and nothing else.
Yay i just worked out svn, it wasn't very taxing... Gonna give the new version a blend.
Edit: that was fun, the new angle-handling is great and it makes the sliding seem like less of an issue because movement is more controllable. I managed to get a few metrocops semi-chasing me around the middle/bottom of the planet. I imagine the camera rotation function in gmod would be useful for this when you get round to it. Nice work, thanks.
I'm not sure but this sure sounds impossible to do with the source engine, not trying to put you down or anything but if you do succeed in this you will be the best coder i know and this might as well be a new total mod or something like that, well i wish you best of luck in your future endeavors,
[QUOTE=Roktarok]this might as well be a new total mod or something like that, well i wish you best of luck in your future endeavors,[/QUOTE]
The whole idea of this is to be able to use all your regular Gmod tools, so it would be kind of pointless to have it as a seperate mod.
[QUOTE=Roktarok]this sure sounds impossible to do with the source engine[/QUOTE]
I've known Megiddo a bit over two years now.
His current version of SVN code for UU is actually working reasonably well.
Ever since the first time he told me of this project a little after we first met, he's made significant progress. The fact he pretty much had to rewrite it for GMod 10 in fact helped him redesign it.
Though the Source engine does present it's own challenges, I believe Megiddo has come a long way towards using Gmod Lua to work around them.
So... how's progress? Any fantastical news? Hope it's going well for you
just wondering. just making shore the information I am gathering is correct. but what I can gather is this.
1) Players currently slide around the planet after a certain number of degrees
2) you have the view rotating (yay) flawlessly except in vehicles
3) only players slide after the certain angel, Props & Vehicles? have no problems with friction & physics?
4) Increased Wind Resistance in both an atmosphere & space
5) Wind resistance has absolutely no bearing on the player physics & being upside down with gravity
from what I can remember with past experiences with physics. the exact same physics engine its self is implimented into 3ds max. Havoc. is it possible Havoc isn't capible of the gravity acceleration or would it be more the game engine than the physics engine??? or atleast not the version half life 2 and Gmod use?
I would have thought that the friction problem would have been a better problem to solve before rotations. but thats just me.
is it possible to get your hands on the formule or equation used to determin friction & instead of applying friction in any complex means. apply the friction in relation to the X & Y Tangents? X being up and down the planet Y being accross. applying over a tangent may be more efficent as its technecally the same as a flat plane only for curved surfaces...
feel free to correct me if i'm wrong
Now are there going to be more than one planet, or is it just going to be one huge one that has surface on all sides? I didn't quite catch it if you did say it so sorry for asking again.
-cleanup snip-
[QUOTE=AMage]Now are there going to be more than one planet, or is it just going to be one huge one that has surface on all sides? I didn't quite catch it if you did say it so sorry for asking again.[/QUOTE]
The ultimate goal is to have multiple planets, all with unique gravity.
heh and when your done can you do crazy stuff and have crazy looking planets like in mario galaxy with a black whole in the middle of 1 with a heap of holes in it. black hole being the source of gravity. :P
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