>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........
I'm the leader of Uncrossable Parallel, and this isn't a claim I've ever made. However, one feature we do have is brushes that appear beyond the max area of the map. These are non-accessible, but can be used to add details in areas not normally possible. Using this it would be technically possible to make a map that looked 3 times the width and 3 times the length of a normal map. The player would not be able to get to anything beyond the default map size. In practise, however, a map this large would probably have a painfully high wpoly count. I'm pretty sure the biggest we've gone is 2 times the standard area; I think there were pics of it on the site quite recently. This technique is nothing special... in fact I'm pretty sure a few other mods are already using it. Oh, and thanks for the "kind" comments, Tom.. shame about your punctuation / grammar / spelling etc. etc. David http://www.planethalflife.com/uncrossable/sf ----- Original Message ----- From: "Tom" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Tuesday, January 29, 2002 8:11 AM 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. > > _______________________________________________ > > 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 > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

