project attempting the impossible impossible

number 3 is allmost done however he hit a snag

only garry can help this all you spacebuilders out there help get this thread attention and support for number 3.

What does he mean by rendering the inside and the outside of the ship? It’s a contraption, the concept of inside and outside is only findable with his trace scanning technique:confused:


blasting holes through walls. impossible? think again. stencil buffer.

in the event of wall breaking explosion, a stencil buffer shows a hole in the wall, with a stretch of the wall texture to fill the empty space between the sides of the wall. movement, however is a different story. instead of having the player walk right through the wall (and creating some bugs, look back at mahalis’ portal gun, where you would infinitely loop around the map going through walls) . so instead of walking through the hole, rather as soon as the player hits the “hole” teleport them to the other side of the “hole”.

try this shit dude.

It is perfectly possible to make a player go trough the wall! Just nocollide him with the world and spawn a hollow prop with which the player collides thus making the illusion that you actually can go trough!

“The only way to find the limits of the possible is to go beyond them into the impossible”

  • Some dude whose name I can’t remember

Or go until you can’t go any further.

Didn’t Arthur Clarke say that?

Yeah, he did.

So, is every Lua God on here going to attempt the impossible?

Would be a good little challenge for the ones who are up to it.

I have an entire shit brick of imposible ideas.

For Deformable Terrain couldn’t you just make the entire map using lua then break down parts when you see fit…it would really just require a blank map but I think things like water would be out of the question…and the entire map would be oddly shaped…but what if you made models that are modular that you can piece together carefully to form the map. Still even with that it would be hard but one of the most epic things ever, heck you could even make it so if you break one part stuff above it will cave in…we need modelers…the 2nd part to this task can be done…yes.


oh and it would lag like fucking shit if you did a half ass job.

your forgetting about lighting too :v:

Yeah, on the maps that are blank that it will be based on you can just do one of the sun lighting or ambient lighting whatever its called.

fake fluid simulation with particles and jigglebones?
then use clipping to to simulate something in a container?

That’s not pretty or efficient, and it’s not suitable for lakes and large containers.

I found a header file in the source code, called “terrainmod.h”.

//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
// Purpose: 
// $NoKeywords: $

#ifdef _WIN32
#pragma once

#include "vector.h"

// Terrain Modification Types
enum TerrainModType
	TMod_Sphere = 0,			// sphere that pushes all vertices out along their normal.

class CTerrainModParams

	// Flags for m_Flags.
		TMOD_SUCKTONORMAL	   = ( 1 << 0 ),	// For TMod_Suck, suck into m_Normal rather than on +Z.
		TMOD_STAYABOVEORIGINAL = ( 1 << 1 )		// For TMod_Suck, don't go below the original vert on Z.

	CTerrainModParams() { m_Flags = 0; }		// people always forget to init this

	Vector		m_vCenter;
	Vector		m_vNormal;						// If TMod_Suck and TMOD_SUCKTONORMAL is set.
	int			m_Flags;						// Combination of TMOD_ flags.
	float		m_flRadius;
	Vector		m_vecMin;						// Bounding box.
	Vector		m_vecMax;
	float		m_flStrength;					// for TMod_Suck
	float		m_flMorphTime;					// time over which the morph takes place

class CSpeculativeTerrainModVert
	Vector		m_vOriginal;		// vertex position before any mods
	Vector		m_vCurrent;			// current vertex position
	Vector		m_vNew;				// vertex position if the mod were applied

// Terrain modification interface
class ITerrainMod

	// Initialize the terrain modifier.
	virtual void	Init( const CTerrainModParams &params ) = 0;

	// Apply the terrain modifier to the surface.  The vertex should be
	// moved from its original position to the target position.
	// Return true if the position is modified.
	virtual bool	ApplyMod( Vector &vecTargetPos, Vector const &vecOriginalPos ) = 0;

	// Apply the terrain modifier to the surface.  The vertex should from 
	// its original position toward the target position bassed on the
	// morph time.
	// Return true if the posistion is modified.
	virtual	bool	ApplyModAtMorphTime( Vector &vecTargetPos, const Vector&vecOriginalPos, 
		                                 float flCurrentTime, float flMorphTime ) = 0;

	// Get the bounding box for things that this mod can affect (note that
	// it CAN move things outside of this bounding box).
	virtual void	GetBBox( Vector &vecBBMin, Vector &vecBBMax ) = 0;

#endif // TERRAINMOD_H

Maybe this does what OP wants?

i once found a map in the early days of hl2 where it would do that
you had a flat piece of ground and when you pressed a button it would smoothly morph to some mountains (it was small scale tho, smaller then a 1*2 phx plate)

Large scale your game would probably shit on it self.

Not impossible to mess with physics anymore


I wounder if it works on the map…