Posted by Masa Pain on Thu May 18th at 5:38am 2006
Posted by omegaslayer on Thu May 18th at 6:03am 2006
But to answer your questions you would have a level transition from one edge using trigger_mapchange (?) info_landmarks and some heavy duty 3D sky boxes, and some fog. Not a task for someone new to mapping. And you wouldn't have a "seemless" transition because you would have the loading screen. This is NOT a task for a new person to mapping to undertake.
If this is for a project of some sort then I wish you the best of luck.
Edit:
Here is a great article explaining how to change levels in HL1 (same idea though). Only think of this on a larger scale.
http://collective.valve-erc.com/index.php?go=level_transitions
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Posted by Masa Pain on Thu May 18th at 6:07am 2006
Posted by Naklajat on Thu May 18th at 7:32am 2006
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Posted by wil5on on Thu May 18th at 9:51am 2006
It would probably be an easier task to create maps with transitions, since youd have to rescale all the game content as well (unless you want giant monster headcrabs). Not to mention that you lose map detail. But if this is the course of action you want to take, its not hard, just change the players view height, movement speed and hull size (at least thats what you had to do in HL1, Source may be a bit more involved).
If you dont change the player scale, using a rough guide of 1 unit = 1 inch, a map is 32768 inches a side. Thats 0.517 miles (0.832km). So for a 512x512 mile game world, youd need nearly ten thousand maps, which is silly. With an engine like Source, it would be difficult to fill an area that large anyway, Source is more suited to small detailed areas. It would be more realistic to aim for 1-2 miles, and if youre making a complete mod, scaling the player might be the best course of action.
Perhaps you should look into how the guys at Smiling Gator did it.
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Posted by Masa Pain on Thu May 18th at 2:56pm 2006
Not sure how scaling would work for this in an MMO. I'm thinking it would take some custom coding and I'd imagine some kind of preloading magic with a grid positioning system. That way not all the terrain is loaded into memory but maybe only a 3x3 grid which is preloading based on what grid you move to. Maybe that is too much? Maybe just load on map and as players near one edge/corner of that map begine preloading of the adjoined map.
Any thoughts, suggestions or hypothesis?
Posted by omegaslayer on Thu May 18th at 6:53pm 2006
When you first post neglected to mention you want it like an MMO, so I really didn?t know how to respond. So here is a better response:
When source loads a map it loads the entire thing, unlike where WoW (or Elder Scrolls Does it) where it loads only ?sections? of maps (and hides the unloaded areas in fog), source can only go as far as the boundaries in hammer. Outside of coding I have no idea how this is done, nor if it could be done, I don?t think that it would be a great idea, as source tends to have lots of lag on a map (calculating where everyone is at a given time).
So my general thoughts would be that its not a simple task (you?d be messing with the actual engine code on how it loads polygons maps??which is a big nono), nor could it be simply fixed with mapping. So outside of lots and lots of coding (which this site really isn?t about) I don?t think its too possible.
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Posted by Masa Pain on Thu May 18th at 7:05pm 2006
Posted by Naklajat on Thu May 18th at 8:18pm 2006
VERY code intensive.
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Posted by Masa Pain on Thu May 18th at 9:25pm 2006
Posted by wil5on on Fri May 19th at 12:06pm 2006
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