Re: [hlcoders] Making WorldCraft's editing area bigger?

2002-01-31 Thread OneEyedGhoul

--
[ Picked text/plain from multipart/alternative ]
Its quite possible to extend the WC grid, autolycus from Valve gives and
example himself (read reply 29).  Although it may not be helpful in this
instance,  it does work to an extent.  Read:

A 
HREF=http://www.chatbear.com/cgi-bin/board.pl?action=viewthreadthreadid=19,997368827,28664id=56501boardid=653view=threads;http://www.chatbear.com/cgi-bin/board.pl?action=viewthread;
threadid=19,997368827,28664id=56501boardid=653view=threads/A
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RE: [hlcoders] Making WorldCraft's editing area bigger?

2002-01-30 Thread Ryan Carbotte

From what I know, its not possible to do this...

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of HateFace
Sent: January 28, 2002 3:28 PM
To: [EMAIL PROTECTED]
Subject: [hlcoders] Making WorldCraft's editing area bigger?

I want to make a big map.  I need to make WorldCraft's editing area
bigger...how do I do this?

JD


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Re: [hlcoders] Making WorldCraft's editing area bigger?

2002-01-30 Thread Tim Holt

Hmm.  Must be Matt Boone's Day of Defeat?

Mugsy _ wrote:

 Damn you Tim Holt! The one time I feel like posting and you steal my
 thunder!



 From: Mugsy _ [EMAIL PROTECTED]
 Reply-To: [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Subject: Re: [hlcoders] Making WorldCraft's editing area bigger?
 Date: Wed, 30 Jan 2002 03:34:58 -0800


 You can use one trick..

 Make a giant func_door that starts inside the editing space, but moves
 outside on game start. Of course you can't actually run out there.

 Apparently thats how one of our beach maps got so darn huge.

 Mugsy
 Day of Defeat

 From: botman [EMAIL PROTECTED]
 Reply-To: [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Subject: Re: [hlcoders] Making WorldCraft's editing area bigger?
 Date: Tue, 29 Jan 2002 16:40:40 -0600

  Which has one minor flaw - Worldcraft itself won't make maps that
 big...

 But there are other Quakeish Level Editors that are Open Source.
 Download
 these and modify them to your hearts content.

 Jeffrey botman Broome

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RE: [hlcoders] Making WorldCraft's editing area bigger?

2002-01-30 Thread Persuter

lol... this is a very odd cyclic thread, keeps doubling back on
itself...

Persuter

 -Original Message-
 From: [EMAIL PROTECTED] [mailto:hlcoders-
 [EMAIL PROTECTED]] On Behalf Of Tim Holt
 Sent: Wednesday, January 30, 2002 10:55 AM
 To: [EMAIL PROTECTED]
 Subject: Re: [hlcoders] Making WorldCraft's editing area bigger?

 Hmm.  Must be Matt Boone's Day of Defeat?

 Mugsy _ wrote:

  Damn you Tim Holt! The one time I feel like posting and you steal my
  thunder!
 
 
 
  From: Mugsy _ [EMAIL PROTECTED]
  Reply-To: [EMAIL PROTECTED]
  To: [EMAIL PROTECTED]
  Subject: Re: [hlcoders] Making WorldCraft's editing area bigger?
  Date: Wed, 30 Jan 2002 03:34:58 -0800
 
 
  You can use one trick..
 
  Make a giant func_door that starts inside the editing space, but
moves
  outside on game start. Of course you can't actually run out there.
 
  Apparently thats how one of our beach maps got so darn huge.
 
  Mugsy
  Day of Defeat
 
  From: botman [EMAIL PROTECTED]
  Reply-To: [EMAIL PROTECTED]
  To: [EMAIL PROTECTED]
  Subject: Re: [hlcoders] Making WorldCraft's editing area bigger?
  Date: Tue, 29 Jan 2002 16:40:40 -0600
 
   Which has one minor flaw - Worldcraft itself won't make maps
that
  big...
 
  But there are other Quakeish Level Editors that are Open Source.
  Download
  these and modify them to your hearts content.
 
  Jeffrey botman Broome
 
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Re: [hlcoders] Making WorldCraft's editing area bigger?

2002-01-29 Thread Jeff Fearn

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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Re: [hlcoders] Making WorldCraft's editing area bigger?

2002-01-29 Thread Nathan Taylor
News for ya boys, Polyfighter isn't happening, not for a while anyway.  randomnine said that he's really sick of the project and doesn't feel like finishing it so he will release a flight sim style demo to show off all the seksay engine tweaks and then it is on to his next project. He said he may come back to it and finish it up, but it is going to be a long time before he does.  On a more relevant note, methinks the reason Polyfighter can have such big maps is because they are not built, they are generated, which is much different.  -Lak   - Original Message - From: Jeff Fearn Sent: Tuesday, January 29, 2002 4:31 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Making WorldCraft's editing area bigger? 4 times is still no where near a million on each axis ;) Funny how the leastchallenging questions get the most responses though :PJeff.- Original Message -From: "Michael Shimmins" [EMAIL PROTECTED]To: [EMAIL PROTECTED]Sent: Tuesday, January 29, 2002 6:39 PMSubject: 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 asbig 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 like4x as big wasnt my shrinking players on its forums. Im not sure he realisedwhy 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 theengine  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 storedin  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 bestored  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 couldbe  stored   in 14.2 format, allowing the world to be 16384 units in eachdirection,  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 impacton  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 ___ 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/hlcodersGet more from the Web.  FREE MSN Explorer download : http://explorer.msn.com


Re: [hlcoders] Making WorldCraft's editing area bigger?

2002-01-29 Thread Nicemice

Why don't you scale down everthing in your mod ?
The more you scale the more space you'll have.

Nicemice, Spy  Assassinate
www.creativelevels.de/spy


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Re: [hlcoders] Making WorldCraft's editing area bigger?

2002-01-29 Thread randomnine

Last time I checked, our playing area is 33 million units across. The terrain is 
heightmapped and has to loop to cover such a vast area, but the map itself doesn't 
loop - players can be over 40 thousand game kilometres away, if you're willing to wait 
several days for them to get there.

I have thought about adapting this method so it loads Quake II bsps or some format 
without such a size limit as HL's, but while I've written .bsp loading code, writing 
the physics for bsp's and traceline functions and so on would take me longer than I'm 
willing to work on it for.

-randomnine-

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.

 LOL Adrian :) Just comes in and cuts everyone down with one sentence.

 - Shimms

  Actually, last time I checked the Polyfighter guys had maps 4 times 
 as big as the current limits.

 - Adrian


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Re: [hlcoders] Making WorldCraft's editing area bigger?

2002-01-29 Thread Neale Roberts



Which has one minor flaw - Worldcraft itself won't make 
maps that big...


  - Original Message - 
  From: 
  Nathan Taylor 

  To: HLCoders 
  Sent: Tuesday, January 29, 2002 9:42 
  PM
  Subject: Re: [hlcoders] Making 
  WorldCraft's editing area bigger?
  
  Hmm, the highly practical method brought to you by botman...
  
  
- Original Message -
From: 
botman
Sent: Tuesday, January 29, 2002 7:49 
AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Making 
WorldCraft's editing area bigger?
 I want to make a big map. I need to make 
WorldCraft's editing area bigger...how do I do 
this?Create your own engine? You'll need the source 
code to the Half-Life engineif you want to make the world bigger. 
I suggest you start by downloadingthe Quake II source code recently 
released at the id Software ftp 
site.(ftp.idsoftware.com).Jeffrey "botman" 
Broome___To 
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Re: [hlcoders] Making WorldCraft's editing area bigger?

2002-01-29 Thread Tim Holt

The trade off I believe though is this:  you need to shrink your
textures down quite a bit so you're not a midget in giant pixel land.
Suppose you made the character 1/2 size, and scaled all your
textures 1/2 as well to keep things looking good.  I imagine you'd put a
heavier load on the engine to do that.  Now if you still model HL style
maps - and don't try and do HOAs (Huge Open Areas), you're fine.

(I think)



Nicemice wrote:

 Why don't you scale down everthing in your mod ?
 The more you scale the more space you'll have.

 Nicemice, Spy  Assassinate
 www.creativelevels.de/spy


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[hlcoders] Making WorldCraft's editing area bigger?

2002-01-28 Thread HateFace

I want to make a big map.  I need to make WorldCraft's editing area
bigger...how do I do this?

JD


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Re: [hlcoders] Making WorldCraft's editing area bigger?

2002-01-28 Thread Tim Holt

No can do.  you're stuck with the 8000x8000x8000 (plus or minus) limit.

HateFace wrote:

 I want to make a big map.  I need to make WorldCraft's editing area
 bigger...how do I do this?
 
 JD
 
 
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Re: [hlcoders] Making WorldCraft's editing area bigger?

2002-01-28 Thread Oskar 'Zoot' Lindgren

decompile?

- Original Message -
From: HateFace [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, January 28, 2002 10:27 PM
Subject: [hlcoders] Making WorldCraft's editing area bigger?


 I want to make a big map.  I need to make WorldCraft's editing area
 bigger...how do I do this?

 JD


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Re: [hlcoders] Making WorldCraft's editing area bigger?

2002-01-28 Thread HateFace

I thought I read somewhere that you can make it bigger with this newer
Worldcraft.

JD


- Original Message -
From: Oskar 'Zoot' Lindgren [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, January 28, 2002 4:28 PM
Subject: Re: [hlcoders] Making WorldCraft's editing area bigger?


 decompile?

 - Original Message -
 From: HateFace [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Monday, January 28, 2002 10:27 PM
 Subject: [hlcoders] Making WorldCraft's editing area bigger?


  I want to make a big map.  I need to make WorldCraft's editing area
  bigger...how do I do this?
 
  JD
 
 
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Re: [hlcoders] Making WorldCraft's editing area bigger?

2002-01-28 Thread Oskar 'Zoot' Lindgren

Not GearCraft?


- Original Message -
From: HateFace [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, January 28, 2002 11:49 PM
Subject: Re: [hlcoders] Making WorldCraft's editing area bigger?


 I thought I read somewhere that you can make it bigger with this newer
 Worldcraft.

 JD


 - Original Message -
 From: Oskar 'Zoot' Lindgren [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Monday, January 28, 2002 4:28 PM
 Subject: Re: [hlcoders] Making WorldCraft's editing area bigger?


  decompile?
 
  - Original Message -
  From: HateFace [EMAIL PROTECTED]
  To: [EMAIL PROTECTED]
  Sent: Monday, January 28, 2002 10:27 PM
  Subject: [hlcoders] Making WorldCraft's editing area bigger?
 
 
   I want to make a big map.  I need to make WorldCraft's editing area
   bigger...how do I do this?
  
   JD
  
  
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Re: [hlcoders] Making WorldCraft's editing area bigger?

2002-01-28 Thread Philip Plante

You cant.

Sarge_Spank
www.illicitstudios.com
- Original Message -
From: HateFace [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, January 28, 2002 1:27 PM
Subject: [hlcoders] Making WorldCraft's editing area bigger?


 I want to make a big map.  I need to make WorldCraft's editing area
 bigger...how do I do this?

 JD


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Re: [hlcoders] Making WorldCraft's editing area bigger?

2002-01-28 Thread Tim Holt

Yea it all comes down to being able to make the illusion of bigger, not 
really bigger.

HateFace wrote:

 Heheheh, yeah it's a pure mapping question.  Thanks for the help.  Reedbeta,
 how are you so smart?  You speak another language...yet it's English.
 
 JD
 
 
 - Original Message -
 From: Persuter [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Monday, January 28, 2002 6:35 PM
 Subject: RE: [hlcoders] Making WorldCraft's editing area bigger?
 
 
 
JD, perhaps another idea instead would be to make the size of the player
models smaller. After all, if a unit represents six inches rather than
one, it's a much bigger space. Or is this a pure mapping question?

Persuter


-Original Message-
From: [EMAIL PROTECTED] [mailto:hlcoders-
[EMAIL PROTECTED]] On Behalf Of HateFace
Sent: Monday, January 28, 2002 5:55 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Making WorldCraft's editing area bigger?

Yeah, I did that door trick with my desert map.  But, I didn't wanna

just

do
that, I wanted to let the players actually run around way out there,

and

hide out there...and just play out there.

Oh well, if it's not possible, I'll just stick with the limit.

JD


- Original Message -
From: Tim Holt [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, January 28, 2002 5:31 PM
Subject: Re: [hlcoders] Making WorldCraft's editing area bigger?



Well you might be able to make it bigger, but what do you do when

you

compile and your build tools say you've got a brush taht goes beyond

the

+/-4096 limit?

There is one trick people have done.  Make a large brush that

represents

terrain or whatever you want beyond the edge.  Now make the brush

a

func_door.  THen trigger the door to move.  Such items can go

outside

the +/-4096 limit and still will be drawn.

The new DoD 2.0 map dog1 does this.  It visually extends the beach

and

water of the map beyond the edge.


HateFace wrote:


No, not Gearcraft...

I read somewhere that you can make the editing area bigger for

Worldcraft.

I thought it said something about the registry, but I'm not sure.

Anyway

know how?

JD


- Original Message -
From: Oskar 'Zoot' Lindgren [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, January 28, 2002 4:56 PM
Subject: Re: [hlcoders] Making WorldCraft's editing area bigger?




Not GearCraft?


- Original Message -
From: HateFace [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, January 28, 2002 11:49 PM
Subject: Re: [hlcoders] Making WorldCraft's editing area bigger?




I thought I read somewhere that you can make it bigger with this

newer

Worldcraft.

JD


- Original Message -
From: Oskar 'Zoot' Lindgren [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, January 28, 2002 4:28 PM
Subject: Re: [hlcoders] Making WorldCraft's editing area bigger?




decompile?

- Original Message -
From: HateFace [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, January 28, 2002 10:27 PM
Subject: [hlcoders] Making WorldCraft's editing area bigger?




I want to make a big map.  I need to make WorldCraft's editing

area

bigger...how do I do this?

JD


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Re: [hlcoders] Making WorldCraft's editing area bigger?

2002-01-28 Thread Jeff Fearn

 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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