> 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.
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