*I Ment Large, Sorry
#1354 posted by Breezeep_ on 2014/07/21 17:17:07
Grumpy Today
#1355 posted by ijed on 2014/07/21 17:24:09
As SleepWalkR says, there is the +/- 8192 limit, but this is only visible in engine.
In many editors (WC is an exception) this limit is not even visible and you can just keep building forever.
Trenchbroom is like this, at least in current release version; without anything delineated to say 'won't work beyond this point'.
In any case this is an engine limitation; I don't think it'd be good to retrofit TB to impose it as well since that'd affect development for other games.
I think FTE allows for gameplay outside the 8192 limit in Q1 as well.
#1356 posted by Spike on 2014/07/21 18:08:17
Its +/- 4k, 8k range.
And its a protocol limit rather than a random engine limit (read: makes stuff incompatible).
Some engines always use more wasteful/precise coords(DP). Some engines guess at map startup and probably get it wrong half the time(FTE). Some engines hack the protocol and probably crash. Others just crash outright. And others will just wrap coords in a really buggy sort of way because noone hacked them to do weird stuff yet (the inevitable fate of all quake engines - doing weird stuff).
BSP format limit is +/- 32k, due to the use of shorts in the node+leaf structs. This can be worked around, but its not pretty.
QBSP has an expectation that all geometry will be within +/- 99k.
Anyway, geometry outside the +/- 4k limit is fine (distant details or whatever) in any engine, so long as entity/effects don't leave the boundary.
Maybe generate a clip brush on the boundary the first time something gets put beyond it, just to make a point, or a popup message warning them or something. Otherwise, let the mapper shoot themselves in the foot if they really want to.
Limiting yourself to 18-year-old limits is stupid.
I've Got
#1357 posted by ijed on 2014/07/21 18:17:23
Rocks and stuff beyond fences and out of windows, plus a train arriving from 'far away'.
Also some walls and stuff that if I moved 32 units would send the player to an alternate dimension, if they stepped up close.
Limiting yourself to 18-year-old limits is stupid.
0/10 flamebait, try harder.
#1359 posted by Spike on 2014/07/22 01:46:34
@onetruepurple:
An editor that intentionally cripples its users is never a good thing. This is the TrenchBroom thread after all, not the 'I hate everything that wasnt made by id' thread.
oh noes! people might use it for things that are not cripply faithful! we can't have that! get the pitchfork!
its stupid, and its not helpful.
@ijed
#1360 posted by quaketree on 2014/07/22 02:50:59
A train moving in from "Far away" is an entity as are any lights and so on, and entities outside the +/-4k limit can cause bad things to happen. This is Quake, not Far Cry or something like that that may seem unlimited.
You can try the huge clipping brush barrier to keep the player inside the limits or make a detail brush with a skip texture that will also effect entities unlike a clipping brush.
#1361 posted by Spike on 2014/07/22 09:40:01
bsp entities tend to have an origin of '0 0 0'. they can start outside and move 4k qu in any direction without a problem - so long as the player, other pointentities (lights are okay), or projectiles/shotguns can't enter that region.
Yeah
#1362 posted by ijed on 2014/07/22 15:20:48
It's already in and working - func_trains don't cause any problems as far as I can tell.
Although
#1363 posted by ijed on 2014/07/22 15:32:10
The path_corners are outside - I assume this isn't causing trouble because they don't do anything.
I did have the train teleporting to the world 0,0 (and being invisible) at one point but this was bad qc / configuration of the path corners.
O_O
#1364 posted by Lunaran on 2014/07/22 16:43:12
ijed literally pushes the boundaries
Off A Cliff
#1365 posted by ijed on 2014/07/22 16:55:30
Then I map where they landed at the bottom.
Then I whinge that it's taking too long to finish.
After mapping the group of tourists taking photographs of where the boundries landed from some distance away. Etc etc.
IJed
#1366 posted by than on 2014/07/23 02:13:42
so your new map is even bigger than your Warpspasm levels?
Is it as evil? :)
#1348 - Split 2D-3D Layout
#1367 posted by Spiney on 2014/07/23 13:00:10
I like that way of working usually.
It's Bigger
#1368 posted by ijed on 2014/07/23 15:34:36
Not sure about evil since it doesn't have the music.
Although considering the corpses decorating it, hidden altars and stuff, creepy ambient sounds from Spiney and the Rubicon setting... maybe.
I never really think about making my maps evil. They just happen that way :D
Support For Source Games?
#1369 posted by darkhog on 2014/08/01 15:41:40
Would be possible to add support for source engine (HL2, CS:GO, Portsl 1/2) games? Because Hammer is very outdated tool and Source needs something like Trenchbroom.
Yes
This is definitely on my todo list for TB2. If you're willing to help out be testing and discussing necessary features, then get in touch via email: kristian.duske@gmail.com - same if you know someone who is serious about giving TB2 support for these features. I will only do it if there is someone who helps out by describing requirements and doing testing. Otherwise it's just not possible as I don't know these engines very well.
I Will Always Test!!!
I have almost every id tech game ever made!!
I Need Someone Who Will Work On Actual Maps For These Games
otherwise it's just not possible to fine tune the support for these games.
I Started Making A Heretic 2 Map
But it was a nightmare working with quark. Hell I will make a map for every game!!
#1374 posted by JneeraZ on 2014/08/01 21:30:34
I think he's asking for someone who is well versed in each game so they can tell him the nuances and subtleties that are wrong. He can test raw map compilation himself. :)
Bitch I Am Leet
Lol
Heretic2 would also be on the list of games which could be supported. For now I have Quake 2 and Hexen 2, and it would be cool to find people who work with those games.
You ask like I haven't got those 2 games installed ;)
Well
If you want to make a Quake 2 map, then the easiest way to get at the current betas is to install dropbox and give me your dropbox email so that I can invite you to the beta folder.
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