Hi vanm, I'm still hard at work developing my simulator. The latest development is what I call the world system: in effect it packs the entire surface of Earth into Sandbox. It does this by automatically creating and moving scenery objects (e.g. buildings and trees), so the entire surface of Earth c...
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Before posting, I checked that it works. In editor mode, when I enter ctrl-space it immediately goes into full screen. The ctrl+space command is shown in the top view menu. Strangely, the command only works in editor mode, although you would only want to use it in game mode. However, I'm using CE 5....
Full screen is toggled by ctrl-space.
Hi Cry-Flare, I've noticed that in all versions from CE1 to CE3, if the brush is larger than a certain size then it will not show in Sandbox. Presumably there is no intentional limit, but perhaps in practice there is a limit. Anyway, my terrain brushes (14km * 7 km) do work in CE3. Actually, occasio...
Hi Cry-Flare, Many thanks for the info. But, at the moment, the terrain grid displays correctly, the problem - and it's a big one - is that the grids are non-solid in CE5. Yes, the terrain grids are basic brushes. They are loaded into entity slots with Lua code, and this enables blocks of terrain to...
Hi Cry-Flare, Many thanks for the support. "Have you tried tweaking the LOD and/or detail CVars?" No - I'm not familiar with them, can you suggest any specific ones? "Do your brushes have physics proxies and do they still work?" No, I normally don't use physical proxies as they're not needed. I just...
Hi lavizh, Problem is, I use Softimage, which I think is several million times better than max! As I mentioned, if I scale down the grid then it does work in CE5, so I think the problem most likely lies in CE5 - it probably has a size limit smaller than in CE3. If anyone would like to try the experi...
Hi Cry-Flare, My simulator uses very large terrain extents, so standard terrain can't be used. I build the terrain out of terrain grids, which are simple brushes. In all the screen shots on the previous page, all the terrain is made from brushes. As I mentioned, my new system, which builds terrain f...
Hi 7ri, Thanks for the comment. These days I usually refer to it as a "simulator", as it includes just about every vehicle type from cars and trains to spacecraft. When developing the spaceflight system I hit another problem: it uses Lua code and the version of Lua used by Cry Engine is also low pre...
Hi 7ri, As Cry-Flare pointed out, it makes perfect sense to use floating point. But there is a *big* problem. Cry Engine uses low precision floating point, obviously in order to increase frame rates. This explains your observation: it just doesn't have the necessary precision. As the player moves aw...
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