> I don't believe this can be done. In order to extend the limits, one would > have to modify not only Worldcraft, but the compile tools and the engine BSP > reading code as well. As I understand it, spatial locations in BSP files are > stored as a 16-bit integer for each coordinate. The number is stored in 13.3 > format, which means there are 3 bits past the radix point (allowing precision > up to 1/8 unit), but the maximum and minimum numbers that can be stored are > 4095 and -4096 respectively (therefore the world is 8192x8192x8192). It would > be possible, if one could modify the engine, to extend this limit, but > precision would have to be given up. For example, the numbers could be stored > in 14.2 format, allowing the world to be 16384 units in each direction, but > with precision only up to 1/4 unit. It is possible for doors and such to > extend beyond the 8192 limit in-game, because the engine uses a floating-point > representation for the coordinates internally---I assume so, at least, but > please remember this is all guesswork.
Of course if you had access to the engine you'd just store each co-ordinate as a 32bit integer and use 29.3, which is about 536 million each axis, lol.You would still have the engine limits as to how large a particular room/area could be, i.e large == laggy. I wonder how this would impact on performance, especially memory use and how that would affect locality. A large map may cause a lot of page faults etc ... unless your a lucky boy with a Xeon :) then again if you started going in to the millions each direction I bet any computer will have a hard time :P Jeff. _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

