4 times is still no where near a million on each axis ;) Funny how the least
challenging questions get the most responses though :P

Jeff.

----- Original Message -----
From: "Michael Shimmins" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Tuesday, January 29, 2002 6:39 PM
Subject: RE: [hlcoders] Making WorldCraft's editing area bigger?


> LOL Adrian :) Just comes in and cuts everyone down with one sentence.
>
> - Shimms
>
> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED]]On Behalf Of Adrian Finol
> Sent: Tuesday, 29 January 2002 7:29 PM
> To: '[EMAIL PROTECTED]'
> Subject: RE: [hlcoders] Making WorldCraft's editing area bigger?
>
>
>  Actually, last time I checked the Polyfighter guys had maps 4 times as
big
> as the current limits.
>
> - Adrian
>
>
> -----Original Message-----
> From: Tom [mailto:[EMAIL PROTECTED]]
> Sent: Tuesday, January 29, 2002 2:12 AM
> To: [EMAIL PROTECTED]
> Subject: Re: [hlcoders] Making WorldCraft's editing area bigger?
>
>
> 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.
> > _______________________________________________
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> >
>
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