>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.
> > _______________________________________________
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> >
>
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