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#41 |
Re: Planning on designing open-world environment, is a GTA clone possible?
the new grid size is incredibly big... you could make a realistic san andreas map if tx increases the limits on the game on the sectors, walls, and sprites in the game sprites (possibly to infinite like what he did with the size of the con files limit) i think we would get monsterously large maps showing up if tx did that
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#42 |
Re: Planning on designing open-world environment, is a GTA clone possible?
Forgive me if this has allready been covered, but isn't there an issue with the Build / Mapster32 engine where maps that are over a certain size start showing massive glitches and such? Or was this 'fixed' in Mapster32... I know it isn't such a big issue if you're segmenting maps, but I was just curious.
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#43 | |
Re: Planning on designing open-world environment, is a GTA clone possible?
Quote:
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#44 |
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Re: Planning on designing open-world environment, is a GTA clone possible?
you'll encounter a few problems with this layout, two of them are:
1) Creativity: You'll have to make every single building, house, etc from the ground up. (That with normal grid size is a bitch, imagine making it even larger) 2) Framerates, to much stuff into one room (That's what a big GTA city in build is, A bunch of buildings into one big room) will make the game slowdown to unplayable levels, and that without even using 1/5 of the limits on walls and sectors, imagine reaching the limits, it would run at 1 frame per second. Sorry to burst your bubble but I already tried something like this but unsucessfully. |
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#45 |
Re: Planning on designing open-world environment, is a GTA clone possible?
well.. In all honesty you could possibly make all houses "maps". It'll load up when you zone in and out of the houses leaving the possibility of paying more detail to the outlining city scape.
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If you give a man a jingle, he'll jingle for a day. If you teach a man to jingle, he'll jingle all the way! I got a fever. And the only prescription, is more cowbell. |
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