Remove OOB grid.

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Erok
11-18-2004, 05:04 PM
Is there any way the OOB grid can be removed by mappers, mutator or moding.

KnightMare
11-18-2004, 05:11 PM
so you can fly off the map?

Strik3r
11-18-2004, 05:15 PM
expanding's an idea to a point, but removing serves little purpose..

Random150
11-18-2004, 05:39 PM
The OOB exist to stop you from falling off the end of the terrain. In t2 the terrains were endless, but with TV they have a set size.

knuckle
11-18-2004, 05:55 PM
Also, if the map has a water table under the terrain, such as Isle, you can move around under the map to your heart's content, and pop up anywhere you want. Hello exploit?

Cinderkarst
11-18-2004, 05:59 PM
The terrain size is limited by the size of the primary subtraction brush. Tiling it is merely a visual effect. So, you CAN remove the OOB, but you would eventually hit the side of the containing box. You can grapple it too.

SmOkkin' Joe
11-18-2004, 06:56 PM
yes, removing the OOB grid would be no bueno, however the map can be made more expansive in some cases.

rookie
11-18-2004, 06:59 PM
yes, removing the OOB grid would be no bueno, however the map can be made more expansive in some cases.

Let's hope so, the current maps are way too small.

KnightMare
11-18-2004, 07:04 PM
Let's hope so, the current maps are way too small.

latest map by Ant is 1000m

rookie
11-18-2004, 07:08 PM
It is, but the OOB grid is right next to the flag. If that's the most the engine can handle then I don't know. :(

IrritAnt
11-18-2004, 07:22 PM
The terrain size is limited by the size of the primary subtraction brush. Tiling it is merely a visual effect. So, you CAN remove the OOB, but you would eventually hit the side of the containing box. You can grapple it too.

Not quite right. The primary subtraction brush can be as large as you like, to the maximum extents of the grid (which is freaking enormous).

The ski-able area of the map is determined by the size of the terrain. The tiling of the terrain is just a visual effect, as you said. It has no collision information at all, so if you moved off the real terrain and onto the fake, tiling terrain you'd just fall through it.

Most of the terrains in T:V are 256x256 or 512x512. Larger terrains are possible, but require a lot more processing power.

You can scale an existing terrain up to make it cover more area. Terrains in TV tend to be scaled 208 by 208 on the X and Y axes. You can go larger but obviously if you do that too much you'll start to see the individual polygons that make it up.

MP-Gigant has a 512x512 terrain.

{A} PR24
11-18-2004, 07:28 PM
Try playing my map (stormdance) the OOB grid is so large you almost never even see it :lol:

Cinderkarst
11-18-2004, 08:10 PM
I really, really want to have a thread stickied to debunk all the "limitations" of the engine.

rookie
11-18-2004, 08:28 PM
Tribes maps are huge, seems like a limit to me.

Devo_N
11-18-2004, 09:00 PM
I really, really want to have a thread stickied to debunk all the "limitations" of the engine.

well, there are limitations that might not technically be limitations of the engine, but are limitations on what any servers and / or clients running the engine can be reasonably expected to do.

UnrealEd could, as they've said, probably model Manhattan. . . . if you had the CPU and memory for it.

SmOkkin' Joe
11-18-2004, 09:14 PM
Tribes maps are huge, seems like a limit to me.
even in tribes 1, when you ran too far in one direction you would fall off the map.

Gringo
11-19-2004, 12:28 AM
even in tribes 1, when you ran too far in one direction you would fall off the map.

It was a LONG way out there, yet still secured from a possible route from absolutely any direction.

SmOkkin' Joe
11-19-2004, 12:59 AM
the same thing can happen on tirbes maps, you could put multiple terrains in next to eachother if you really needed it or make the terrain huge, but either way, who is going to go all the way out there? what point is there other than boredom? Any map you see ingame has an OOB grid in there by choice, it isnt by default, so if you want it changed, make a new one or ask permission to change it. for my maps currently released, TheGap,DropzoneWasted,Fro stbite,ArcticSlope, feel free to edit them as you wish, If you think the terrain/base is wrong go for it, have a field day.

-SJ

BFGanksta
11-19-2004, 02:15 AM
How possible would it be to make a passable (Secondary) oob? One that players/vehicles could pass through just not game objects, like T1/2, in addition to the (Wall) primary oob?

Without a mutator/mod? Could it be done with zones?

SmOkkin' Joe
11-19-2004, 03:03 AM
You can set the properties of the OOB grid in the properties, im very sure that you can "filter" stuff like you say, after all it lets actors like discs etc through but not players/vehicles.