I think it won't compile because of AAS.
If there's no monsters in there, just place a big monster clip over it and it should compile just fine.
In fact, monster clip any area that has no monsters, it will greatly increase compile time.
Size is not really an problem in Doom 3, AAS pathing though..
so far it's just sheer volume of space with just the player,,it takes longer to compile as it freezes for more than a few moments then completes, when it was larger it would just crash.
There may be some visual tricks you could use?
Does doom3 have portal skies like quake3?
My experience is with Quake3. Seems to me in q3 it would be easy to do a hud glass helmet and toggle it on and off, like, for example when you get a powerup the powerup icon shows on the hud, and you can drop powerups. (So I would just make the glass helmet show instead of a powerup icon) Something like that.
some have modded portal skies but the ones I've seen don't really work all that great, natively no there are no portal skies in vanilla d3.
I like the powerup idea, something else I was wondering was the 'skin element as I'd like to be able to switch from bare arms to gloves and suit arms.
The Happy Friar wrote:
You can bind to the player in the code or in a script, I did it with my Last Stand mod: the holy hand grenade would bind to the player when you detonates it in your hand.EDIT: what I mean is I don't bind to the player view but to the player entity.
what I've tried so far doesn't work, could you be more specific? I've tried to bindToJoint as well and I get
Cannot bind to joint 'head' on 'func_mover_1'. Entity does not support skeletal models.
and when I just bind to info_player_start_1 it doesn't bind it just remains in the air (a helmet model) I've seen a thread on this subject but there were no concrete answers. again I can do a HUD overlay but it would be permanent and not temporary as needed. If I can attach some kind of func_static to the player, I can hide/unhide it no problem, but nothing seems to stick to the player.