GoldSource Big Map Toolkit Created 13 years ago2011-04-21 09:09:21 UTC by Stojke Stojke

Created 13 years ago2011-04-21 09:09:21 UTC by Stojke Stojke

Posted 13 years ago2011-04-21 09:09:21 UTC Post #293770
Okay, so i have been searching the net and some Russian sites. Knowing how Russians love to make BIG stuff i wasn't surprised in finding a hammer editor modification that supports a 32000 x 32000 x 32000 units map!

https://sites.google.com/site/gshltools/mapping-tools

I have only tested the length of the map. I have created an RMF which is in 9300 units from center long.

At first, my CS could not go over 8196 units from center all thou it rendered the block behind it. There was some kind of an invisible wall blocking me, plus the spray logos i did on distance >4096 from the center appeared in the center! Must be some engine bug due to map being over limit.

After that i have tried it in half life by replacing the delta.lst. Half life allowed me to go all the way to the block.

So im guessing with out modification of delta.lst half life can safely go up to 16000 x 16000 x 16000. But more wont allow the player to pass, could maybe be used as scenery area? I dunno.

So im posting this here for you people to see and test.
Stojke StojkeUnreal
Posted 13 years ago2011-04-21 09:24:46 UTC Post #293771
I'd be interested in this if it included a convient lil max clipnode hack as well. I don't see myself making (good) use of 32000x32000 units if I'm under the same clipnode resriction. Just means sacrificing detail for size.
Posted 13 years ago2011-04-21 09:27:45 UTC Post #293772
Well using clip on complex stuff, lets say:

you have a detailed structure that the player doesnt need to touch, and it has 46 faces total, covering it with clip brush will create 6 instead of 46 faces that can be touched.

So with clip you can reduce clipnode number by at least 3x or more.
Stojke StojkeUnreal
Posted 13 years ago2011-04-21 09:36:26 UTC Post #293773
Yes, I know. I've been doing extensive clipnode optimization on a map myself, and I've reduced the figure from above-max to about 50% so far. But the kind of project I'd have in mind for a 32000x32000 grid would easily surpass max clipnodes even with tons of optimization. Actually though, that sounds like a fun challenge (like my current challenge isn't enough of a headache -_-)
Posted 13 years ago2011-04-21 10:25:34 UTC Post #293774
Well, its about ingenuity :D

16000 U^3 map would be a pretty awesome challenge. We (mappers) now have the tools to do it, how will we do it is up to us.

But it still needs testing, how does the engine handle such large maps and objects, i can assume that 16000 U^3 , which is 2x the original maximum, is pretty safe to map in, since it didn't show any major errors till >4096 from center (spray logo error / use decalfrequency 0).
Stojke StojkeUnreal
Posted 13 years ago2011-04-21 10:45:36 UTC Post #293775
Posted 13 years ago2011-04-21 13:50:22 UTC Post #293776
Unless the engine was updated to handle this it would look entirely shi###!
Posted 13 years ago2011-04-21 16:14:23 UTC Post #293777
Stojke: 16384³ units are not double the original size. It's octuple (eight times) the original space.

16384³=4398046511104
8192³=549755813888
4398046511104/549755813888=8

or

16384³/8192³=2³=8
Posted 13 years ago2011-04-21 17:20:54 UTC Post #293780
@ Dragos

Its actually 4x bigger than the original limit >_>
Original limit 4096 units from center.

@ Zeeba

ITT test time :>

@ Animator

Cool, ill try something too.
Stojke StojkeUnreal
Posted 13 years ago2011-04-21 19:06:18 UTC Post #293781
So it's 8192 from start to end. Who cares, this thing is a miracle. Can't wait to see what people are going to do with it.
Posted 13 years ago2011-04-21 20:27:56 UTC Post #293784
Me too, i must make some tests, and people who know a lot more should also do some xD

This could be the start of very big things :o (if its stable)
Stojke StojkeUnreal
Posted 13 years ago2011-04-21 21:03:45 UTC Post #293785
To add to this, I believe there's a function in the server .dll called IsInWorld or something like that which checks if an entity's location is within a 4096x4096x4096 area so if you're doing this in a mod I think you can change that to stop some problems.
Also, I think if you want a model to render outside the 4096x4096x4096 area part of it needs to be within those bounds.
Posted 13 years ago2011-04-21 21:19:16 UTC Post #293786
Hmm, if so, it needs to be tested. I will run some tests tomorrow... Its late now :<

Will post what i learn.
Stojke StojkeUnreal
Posted 13 years ago2011-04-21 23:40:24 UTC Post #293787
What a waste. If you want to make maps that big, you're better off finding a different game to map for, such as Oblivion or Fallout.
Posted 13 years ago2011-04-24 10:02:03 UTC Post #293844
I hafta agree with stu. It easy enough to "break" your compile with MaxLeafFaces error or what have you with the normal, maximum map size. Making it even bigger just seems impractical unless you can also increase some of the other hard limits in GoldSrc. This is why Source was created.

)

Captain Terror Captain Terrorwhen a man loves a woman
Posted 13 years ago2011-04-30 18:05:08 UTC Post #294095
This is pretty awesome. Too bad you'd run into limitations before you could fully utilize the extra space.

Either way, I've made a few quick changes to the SHLT 3.9 CSG tool to support the large maps, as the one included in the original toolkit was based on an ancient ZHLT version. Download the new one here:

SHLT 3.9 with GSBMT support

Here's a quick test map compiled with SHLT, filling out the entire 32768*32768 area.
Have fun!
Daubster DaubsterVault Dweller
Posted 13 years ago2011-04-30 19:17:21 UTC Post #294098
Does the engine even support it?
Posted 13 years ago2011-04-30 19:43:59 UTC Post #294101
Without any modifications, you can freely move in a 16384*16384 area (never actually measured, but that seems about right). That's double the dimensions you normally have.
And while you can't walk beyond that without modifying the delta.lst, everything seems to render fine, so the rest of it should be perfectly suitable for static scenery.
I've tested it in CS w/o any modifications to the game and it worked fine. Definitely finicky, but still an interesting opportunity.
Daubster DaubsterVault Dweller
Posted 13 years ago2011-04-30 19:57:39 UTC Post #294103
Just imagine ALL THOSE POLIES at once.
Posted 13 years ago2011-05-02 22:23:42 UTC Post #294164
Thanks Daubster! Some one should update the 1st post with the new links, since i cant :/
Stojke StojkeUnreal
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