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View Full Version : Looking for 100k plus distance rendering in the editor



legacy-Dreamchaser
01-23-2005, 08:28 PM
I have a special space sim project requiring plenty of distance in the map.
I know normal rendering does not happen beyond 60k (if your lucky) but I was wondering if there is a way to extend this just for editting purposes.

I plan to take advantage of the lack of rendering later on as part of the vastness of space feeling one will get with real time traveling and exploring.

PointlesS
01-23-2005, 08:32 PM
I believe that's just a hard coded limit that you couldn't mod and there's probably a good reason for that

legacy-Krogen
01-23-2005, 08:49 PM
That would probably kill every normal PC out there.

Angel_Mapper
01-23-2005, 09:26 PM
It's all relative. If you coded the player to be an inch tall the universe would be a lot bigger.

legacy-Dreamchaser
01-23-2005, 10:29 PM
It's all relative. If you coded the player to be an inch tall the universe would be a lot bigger.

hmm interesting idea, sounds easier than fighting with rendering limits.

Hsoolien
01-23-2005, 11:54 PM
Not only is it easier, it's the only way. OF course there is a limit to how small detail can be done as well...


That 60k limit so many mappers hate, is there so that mappers don't make maps that players won't be able to run (well I suppose they still can, but it makes it that much harder to make unplayable (due to performance) maps

legacy-OvermindDL
01-24-2005, 01:07 AM
Related question. What is the maximum feasible area a cube can be if it contains little to no actors inside it?

Angel_Mapper
01-24-2005, 01:54 AM
The edges of the grid in UEd. Consequently it will take you 20 minutes to run across it.

legacy-chipV2
01-24-2005, 09:22 AM
Originally posted by Angel_Mapper
It's all relative. If you coded the player to be an inch tall the universe would be a lot bigger. there are scale considerations in player movement as well as size, however, so a really radical scale change would have to take this into account.

legacy-OvermindDL
01-24-2005, 10:58 AM
What I am doing though requires huge space, but the only pawns will be vehicles that will be custom made, everything else will be actors with little code in comparison, and even those will be few and far between. I need to simulate at least two cubic kilometers, so I gather that will require scaling things down.

PointlesS
01-24-2005, 12:45 PM
maybe do some fov trick or something?

anyways there's a game called project igi 1 & 2...that was a fps based on a flight simulator engine...if you can't find anything here...then maybe that'll help you...though I'm not sure how moddable (if it is) it is...

legacy-OvermindDL
01-24-2005, 02:09 PM
Fov would not work in this case to well, it is already being used for other things. I will have very few objects, but the objects will be very big (static) in relation to the player. It works in testing, just wondering how big I could get a map to get, more space, the better...

legacy-Spin
01-24-2005, 07:19 PM
Go with the scale change, its the only logical answer in my mind.

legacy-MercyBird
01-24-2005, 07:38 PM
If it's in space, maybe you could use warpzones, to make it look bigger than it is.

legacy-OvermindDL
01-25-2005, 12:46 AM
Not necessarily in space, and I am already using a trick to make it look bigger then it actually is, that is why 2 kilometers would be acceptable, rather then much, much more.