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Change space map size [solved]
Posted: Mon Jul 26, 2010 9:09 pm
by stardestroyer001
I was wondering if a space map could be resized to a larger area.
(this has nothing to do with my existing Space Coruscant map)
The next map I'll be doing needs a heck of a lot of space that is larger than the existing (1024X1024?) grid.
It doesnt matter at this point if the game can handle it or not (as this is mainly theoretical), I just need to know how to make it larger, if it's possible. Is it the same method as land battles?
And by the way, can anyone solve my other problem?
http://www.gametoast.com/forums/viewtop ... 27&t=23647
Thanks very much in advance.
Re: Change space map size
Posted: Mon Jul 26, 2010 10:29 pm
by Eggman
I've never noticed any difference by changing the terrain size in ZE, if that's what you mean. At any rate, the playable area of space maps is controlled by the 'SetWorldExtents' value in the .lua files for your map. From the Space LUA Guide:
>>SetWorldExtents and ScriptPreInit go hand in hand. When building a Space level, you may notice that when you exit your ship you instantly die. You also might find that running around certain parts of your ship you will die without taking damage. That’s what SetWorldExtents is for. If you have this set to 2500, but you’re still finding that the world is killing you (and you’re not walking into a death region) then bump it up to enlarge the soldier based playable space.
function ScriptPreInit()
SetWorldExtents(2500)
end
Keep in mind that you can still place objects well outside of the playable space of the map, and even outside of the visible space in ZE (once you move objects past a certain point in ZE they are no longer visible, although they are still there).
Re: Change space map size
Posted: Mon Jul 26, 2010 10:55 pm
by stardestroyer001
So, just to clarify,
1) objects placed in ZE off the grid STILL EXIST and CAN BE SEEN when playing the map, and,
2) If SetWorldExtents is set large enough, people can spawn in and survive off the grid (although environment placing will be on a munge-and-see basis)?
If this is true, then I have two questions:
1) Does SetWorldExtents have a theoretical limit?
2) If the above is possible, and a large area is "cleared", then can massive objects with their XSI center within the "cleared" space be placed and travelled to?
Re: Change space map size
Posted: Mon Jul 26, 2010 11:41 pm
by Eggman
stardestroyer001 wrote:So, just to clarify,
1) objects placed in ZE off the grid STILL EXIST and CAN BE SEEN when playing the map, and,
2) If SetWorldExtents is set large enough, people can spawn in and survive off the grid (although environment placing will be on a munge-and-see basis)?
If this is true, then I have two questions:
1) Does SetWorldExtents have a theoretical limit?
2) If the above is possible, and a large area is "cleared", then can massive objects with their XSI center within the "cleared" space be placed and travelled to?
-Objects placed outside the extents of ZE's view can still be seen in-game.
-The area in which units can spawn is more limited - even after increasing the SetWorldExtents value I've never been successful in getting units to spawn much beyond the extents of where they do in the larger stock maps. Also, I don't believe units can spawn beyond a height of about +-327m (you may notice that you cannot assign an object in ZE a height greater than +-327.6; you can move them higher or lower manually, but the value in the height box doesn't change)
-Having experimented in the past, there doesn't seem to be any set "limit" for SetWorldExtents values. The highest I've ever set it was around 19000 - any higher and the map crashed. You'd be best off experimenting on your own to see what works for your map.
-I'm not really sure what you mean, although I don't see why you would ever need an object more massive than the playable area of a space map.
My Aldura space map is a good example for the first three points - many of the objects near the edges of the map are actually invisible in ZE because they are technically outside the extents of the map. Although players can fly their vehicles around a huge playable area, the area in which they can spawn is limited - the only reason the map works is that the CIS fighters are all auto-piloted vehicles, meaning no units need to spawn for that side. One bug you may notice in the map, however, is that if you fly too far toward the edges of the map, your laser bolts and missiles will disappear a short distance away from their point of origin - I believe this has something to do with flying past some boundary, possibly the terrain size in ZE.
You're best off just experimenting on your own to find the limits of what you want to do and then try to work within them. You'll find that you have a large amount of freedom in where you can fly around in fighters, but the area in which you can spawn is relatively limited.
Re: Change space map size
Posted: Mon Jul 26, 2010 11:46 pm
by FragMe!
Not to mention that unless you boost the speed of the flyers it will take a long time to get there.
Experimented with a correctly scaled SSD and it took four minutes to fly from end to end.
Re: Change space map size
Posted: Tue Jul 27, 2010 11:55 am
by stardestroyer001
Ok thanks. Doyou know a solution to my other problem? (link in first post)