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  • Question about worldcraft 3.3

    Hello Everyone!

    I started working on a Quake one map with worldcraft 3.3 + quake adapter and everything is working nicely and all. However, I noticed that max size for the entire map is 4096 x 4096.

    When you zoom out as much as you can, you will see the valid grid area and the unused black area, but it won't let you access that black area. I would love to be able to use this black area as well. Do you guys think it is possible?

    Thanks!

  • #2
    Use radiant instead. Also if you use hmap2 to compile you can utilize the epic absolute max of a BSPs size potential. Just because you build "into the black" doesn't mean you can compile it. You have to have a compiler that can handle it. I assure you that the compilers that come with WC are not capable.

    Here is another thing to consider, if this is your first map or you are still "fresh" - Do you realize how big 4096� is?
    http://www.nextgenquake.com

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    • #3
      Yeah, you'll have to use another editor to build bigger, and you'll need to use an engine with raised limits.

      That particular limit actually is not a BSP format limit, so standard compilers will work fine (careful Gypsy). It is a protocol limit.

      The standard Quake protocol doesn't allow for bigger maps than that because this is the limit of the possible coordinates. It is because of the type of variable used to store them. You'll simply run into an anomaly at that line.

      Regarding if 8192x8192 is big (it's 4096 in all directions actually), well, it depends. It is big enough for typical quake maps but I think most of my maps break that limit, and a few other recent maps also break it.
      Last edited by golden_boy; 08-23-2012, 05:57 PM.
      Scout's Journey
      Rune of Earth Magic

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      • #4
        That particular limit actually is not a BSP format limit, so standard compilers will work fine (careful Gypsy). It is a protocol limit.
        My mistake. I actually knew that. Actually I knew it cause you wrote it elsewhere. There is so much to know that it becomes easy at a point to misuse one word that makes it all mean something else.

        I'm trying to keep details on multiple compilers,multiple QC's, multiple mapping IDEs and multiple model formats as well as the multiple possibilities of multiple engines in my singular head. I apologize if I get something wrong from time to time.
        http://www.nextgenquake.com

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        • #5
          aye, +/- 4k comes from the protocol.
          with worldcraft, you can probably zoom out and see beyond the 4k boundary, but in order to actually create anything for that space, you'll likely need to create it in the middle of the map then move it outwards, bit stupid but whatever.
          of course, you'll still need to use protocol extensions.
          Some Game Thing

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          • #6
            you'll likely need to create it in the middle of the map then move it outwards, bit stupid but whatever.
            Great observation. That's the info that answered the post, albeit a shitty way to have to work. I guess using visgroups you could at least hide everything occupying the workable area of the grid. I have another solution though. You could build each part of the map as separate rmf's and convert each into a prefab. When you are complete you could simply open a new file and import all of the prefabs - then piece them together. This has the bonus that the prefab will be considered a group and will allow you to position the chunks much easier. HOWEVER! Worldcrafts texture lock DOES NOT work on rotation. So, you must have each chunk oriented with the proper rotation before you bring it all together or you are going to be spending the rest of your life repositioning textures.
            http://www.nextgenquake.com

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            • #7
              Thanks for quick response, guys.

              This is not the first time I am playing around with quake level editors, I just hit the limit border faster than I expected. Well, I guess I could use all the dimensions more efficiently, since my levels tend to be quite flat.

              Anyways, I will definitely check Radiant out. I remember using Radiant for quake1 a little in the past, but switched to worldcraft later because of some issue I could not solve. I suppose Radiant fully supports quake1 nowadays, if it has not always.

              Thanks again!

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