512x512 mile map

512x512 mile map

Re: 512x512 mile map Posted by Masa Pain on Thu May 18th 2006 at 5:38am
Masa Pain
5 posts
Posted 2006-05-18 5:38am
5 posts 1 snarkmarks Registered: May 18th 2006
I'm trying to figure out a way to build a world in HL2 by stringing together multiple maps. A requirement is a seemless transition from map to map. Anyone have suggestions or ideas about this? Thanks.
Re: 512x512 mile map Posted by omegaslayer on Thu May 18th 2006 at 6:03am
omegaslayer
2481 posts
Posted 2006-05-18 6:03am
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
Im not sure the actual conversions of miles to units in hammer - But
immagine thats at least 5X5 = 25 maps. Which is a lot to make by most
respects.

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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Re: 512x512 mile map Posted by Masa Pain on Thu May 18th 2006 at 6:07am
Masa Pain
5 posts
Posted 2006-05-18 6:07am
5 posts 1 snarkmarks Registered: May 18th 2006
Omega, thanks for the response. Yes, this is not a job for someone new. I'm not asking for myself. I'm actually doing some research. It is important that there is a seemless transition between maps. The guys at Smiling Gator figured this out so I'm hoping someone else out there would have an idea.
Re: 512x512 mile map Posted by Naklajat on Thu May 18th 2006 at 7:32am
Naklajat
1137 posts
Posted 2006-05-18 7:32am
Naklajat
member
1137 posts 384 snarkmarks Registered: Nov 15th 2004 Occupation: Baron Location: Austin, Texas
You'd have to change the view scale to do that. I don't know how exactly, but I know it's possible and I know you have to make a mod to do it. It's in the game code somewhere.

o

Re: 512x512 mile map Posted by wil5on on Thu May 18th 2006 at 9:51am
wil5on
1733 posts
Posted 2006-05-18 9:51am
wil5on
member
1733 posts 570 snarkmarks Registered: Dec 12th 2003 Occupation: Mapper Location: Adelaide
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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Re: 512x512 mile map Posted by Masa Pain on Thu May 18th 2006 at 2:56pm
Masa Pain
5 posts
Posted 2006-05-18 2:56pm
5 posts 1 snarkmarks Registered: May 18th 2006
Thanks a bunch for the responses guys. This research is for the qualification of an MMO with Source. I know, OH GAWD not another MMO. Or even better, "Everyone wants to make an MMO". But either way, I'm looking to find the solution to this. Like I said Smiling Gator figured out one way to do it. I looked at their site and it looks like they may be licensing their tweaks to the source engine since they had actually licensed the game.

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?
Re: 512x512 mile map Posted by omegaslayer on Thu May 18th 2006 at 6:53pm
omegaslayer
2481 posts
Posted 2006-05-18 6:53pm
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
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.
Re: 512x512 mile map Posted by Masa Pain on Thu May 18th 2006 at 7:05pm
Masa Pain
5 posts
Posted 2006-05-18 7:05pm
5 posts 1 snarkmarks Registered: May 18th 2006
Omega, Thank you. I appreciate your feedback. I was looking to you guys, the mappers, to get a feel for what you thought. Yeah I was thinking this would be code intensive.
Re: 512x512 mile map Posted by Naklajat on Thu May 18th 2006 at 8:18pm
Naklajat
1137 posts
Posted 2006-05-18 8:18pm
Naklajat
member
1137 posts 384 snarkmarks Registered: Nov 15th 2004 Occupation: Baron Location: Austin, Texas
My guess about Smiling Gator's MMO is that they completely ditched the server code and started from scratch. That's a complete guess though., based on the fact that for an RPG you'd need a lot of features that aren't in the Source engine, like saved experience and items, things that you'd basically have to build from the ground up. I put some thought into a PvE Diablo-esque mod with persistant items and experience across different servers, but decided a project like that is WAY too big for a noob like me to take on. In any case, judging from how most source servers handle 24+ players, I'd say an MMO is basically not possible with the default server code.

VERY code intensive.

o

Re: 512x512 mile map Posted by Masa Pain on Thu May 18th 2006 at 9:25pm
Masa Pain
5 posts
Posted 2006-05-18 9:25pm
5 posts 1 snarkmarks Registered: May 18th 2006
I'd agree with what you are saying. I assumed as much. I'm researching the extent of what can be done with the current code. My project already has a client and server model complete. Hypothetically, replacing the client with Source and retaining our existing server.
Re: 512x512 mile map Posted by wil5on on Fri May 19th 2006 at 12:06pm
wil5on
1733 posts
Posted 2006-05-19 12:06pm
wil5on
member
1733 posts 570 snarkmarks Registered: Dec 12th 2003 Occupation: Mapper Location: Adelaide
I doubt an MMO would work in Source without a major overhaul of much of the game code. As the Baron has pointed out, the netcode can't handle anywhere near an MMO number of players, but also the map loading system (and possibly world rendering) would have to be changed, physics would probably have to be scaled down considerably (the netcode is slow for a reason)... if someone has got a working MMO which uses Source, theyve put a huge amount of effort into it.
"If you talk at all during this lesson, you have detention. Do you understand?"
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