Impulse147
Newbie
- Joined
- Jan 12, 2004
- Messages
- 495
- Reaction score
- 0
Has valve said anything about how big a MP or SP lvl. could be in HL2(like compared to HL1)?
Follow along with the video below to see how to install our site as a web app on your home screen.
Note: this_feature_currently_requires_accessing_site_using_safari
_-_-SELAS-_-_ said:Hmmm I saw a computerized drawing where it showed that a level could be alot bigger than in hl1... I think it was like 8 times bigger.
half alive said:...in all directions(x, y, z), but that's what source can handle. And if there were such huge levels, they'd be SP only I guess.
Impulse147 said:Who knows with the source your idea doesn't sound too bad. and your job is to defend ur rainbow base and the pot o gold in ur base and every plays as leperchauns that shoot rainbow dust, so it'll be like teletubbies meets the leperchaun from the leperchaun movie series and the obj. would be to steal the pot o gold and you gotta also steal the colors from there main rainbow and its all set in huge cloud platforms
PiMuRho said:
The same problem persists though. You have a finite amount of entities and brushes. In theory you could have huge maps, But all quite empty and devoid of much detail because you'd have to cover a larger area with the same finite number of entities and brushes. So the trick is to do very small maps full up of details. Not big maps that are sparse and unpopulatedPvtRyan said:Hmm has things been changed? Because the link says 'you can choose your unit size and the physics will be changed accordingly' and in old emails Valve replied 'you can change the unit size for bigger maps, but you would need to change a lot of physics (not in those exact words ofcourse)'
Btw, a unit is an inch standard right?
Fenric said:The same problem persists though. You have a finite amount of entities and brushes. In theory you could have huge maps, But all quite empty and devoid of much detail because you'd have to cover a larger area with the same finite number of entities and brushes. So the trick is to do very small maps full up of details. Not big maps that are sparse and unpopulated
Everything in a .bsp map is a brush, apart from the props, models etc. those are considered entities.. A large detailed terrain in a .bsp file is going to chew up brushes quicker than an angry lion in a nursery.PvtRyan said:I'm absolutely no mapping expert, but how is terrain generated?
Valve replied in an email that Hammer II will have the ability to import heightmaps and use displacement mapping for terrain (like BF1942)
But that heightmap has to be applied on something. Is the floor itself than also a brush? But a brush is normally a cube with 12 tri's right? And the floor is highly subdivided.
PiMuRho said:It's a similar system to Unreal in certain respects. You have basic brushes (the World) and static meshes (props) to make it look pretty. The major difference between the two is that Unreal uses an infinite mass where you carve bits out, and Source uses an effective vacuum where you add bits. Neither approach is "better"
The biggest killer for HL2 mapping is going to be entitly limits. Valve haven't stated what the limits are yet, but I frequently hit them in Half-Life, so I should hope that they're exponentially higher for HL2.
Mr.Magnetichead said:Well I imagined that all the players would fly around on clouds and shoot rainbow dust at each other but that doesn't mean that's what it's going to be like.
Epsi said:Btw, at the default size of 1 unit = 1 inch, the map is about 800m across, or just over half a mile, if my memory serves me correctly.
Indeed. I'd assume that the displacement maps would be loaded into Hammer as a .disp file or what have you and then converted to a model file, which would dramatically increase performance as opposed to brush conversion.Epsi said:Nah. The terrain is definatly not brush-based. That would just be a pain in the ass. Brushes have to be convex, and a terrain is naturally going to be concave a lot of the time, which would cause it to splinter horribly and send poly counts through the roof.
Oh yeah, well... HL2 maps are more detailed and have better physics! Plus you can change the unit scale, and if you want you can have the scale 32x larger (while still guaranteeing collision detection accuracy).Dalamari said:and a UT2K4 map can be 64x larger than those, so...yeah
_-_-SELAS-_-_ said:Also btw, have you guys seen the lvl where they drive around in a buggy, while being chased by a alien chopper?
marksmanHL2 :) said:And I myself asked them about a feature thats going into my mod that allows the level to loop bk on itself. (Much like a 3d version of asteroids) so the map is basically endless if you should want it so.