maybe terrains are cached differently than models. you could try to use ent_purge on entity removal, or if no success ent_clone, but not sure, just ideas. you could also play with limited entity creation per frame when you create a new area with a lot of entities to distribute loading time over several frames, but it requires to do it much earlier than at reaching its border. the best to do it all beyond camera.clip_far. in some game engines far areas are streamed in a background thread. to be honest, I don't really need such a system currently as I'm focusing on different game genres not requiring such a tricky thing, and I could not write and maintain a MMO game, or a great story based single player RPG that could utilize such a feature.
Announcing: Detail hmp terrain with Neomill7 now possible fully. No mdl terrain faking necessary anymore. All 9 hmp "mill" tiles can have detail maps. So HQ landscapes can be created. Neomill7 release coming soon.
J.Hunke
Re: "Treadmill" Script for infinite outdoor terrain Worlds here
[Re: NeoDumont]
#425610 07/09/1310:2907/09/1310:29
Neomill7 released ! I mailed the Neomill7 package to the acknex resource center and hopefully the next days it will be availabel from there.
The packagae contains the necessary (commented !) scripts , 2 manual txts, 2 tools,one profan basic source code, an early version neomill script for wmb tiles only, and a Demo folder to quickly get into a Neomill terrain world (Read the README.TXT in the Demo folder !).
O:K: Thats it.
Feel free to add a comment or a bug report here.
J.Hunke Hamburg
Re: "Treadmill" Script for infinite outdoor terrain Worlds here
[Re: NeoDumont]
#426457 07/23/1311:0507/23/1311:05
The manual "Working_with" says that you can test a block array already right after creating it with neomill7. This is not correct. You need to create a terrain array also, because millcontrol7 expects terrain files. However you can change the millcontrol scripts. Sorry for the inconvienience.
J.Hunke
Re: "Treadmill" Script for infinite outdoor terrain Worlds here
[Re: NeoDumont]
#426813 07/30/1306:5107/30/1306:51