I remember some dum ass mod (I think it was uncrossable parallel) leader
trying to convince aload of people that they way they made the maps like 4x
as big wasnt my shrinking players on its forums. Im not sure he realised why
there is the limit which is currently in place........


----- Original Message -----
From: "Jeff Fearn" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Tuesday, January 29, 2002 3:00 AM
Subject: Re: [hlcoders] Making WorldCraft's editing area bigger?


> > 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
>

_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders

Reply via email to