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Re: "Treadmill" Script for infinite outdoor terrain Worlds here [Re: NeoDumont] #423511
05/31/13 12:25
05/31/13 12:25
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
Expert
sivan  Offline
Expert

Joined: Mar 2011
Posts: 3,150
Budapest
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.


Free world editor for 3D Gamestudio: MapBuilder Editor
Re: "Treadmill" Script for infinite outdoor terrain Worlds here [Re: NeoDumont] #423829
06/06/13 14:03
06/06/13 14:03
Joined: May 2013
Posts: 174
N
NeoDumont Offline OP
Member
NeoDumont  Offline OP
Member
N

Joined: May 2013
Posts: 174
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
07/09/13 10:29
07/09/13 10:29
Joined: May 2013
Posts: 174
N
NeoDumont Offline OP
Member
NeoDumont  Offline OP
Member
N

Joined: May 2013
Posts: 174
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
07/23/13 11:05
07/23/13 11:05
Joined: Aug 2003
Posts: 2,011
Bucharest, Romania
George Offline

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George  Offline

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Joined: Aug 2003
Posts: 2,011
Bucharest, Romania
The code was uploaded to AU yesterday.

Re: "Treadmill" Script for infinite outdoor terrain Worlds here [Re: George] #426808
07/30/13 06:17
07/30/13 06:17
Joined: May 2013
Posts: 174
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NeoDumont Offline OP
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NeoDumont  Offline OP
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Joined: May 2013
Posts: 174
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
07/30/13 06:51
07/30/13 06:51
Joined: Mar 2006
Posts: 1,993
Karlsruhe
PadMalcom Offline
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PadMalcom  Offline
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Joined: Mar 2006
Posts: 1,993
Karlsruhe
Thanks for the upload NeoDumont, it looks definitely interesting but unfortunately it is written in C-Script which is used very rarely nowadays.

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