Anyone know what the map size limitations are in WED?
I thought it was 100,000 quants so you could go from +50,000 to -50,000. However, I have a map that really starts distorting bad about 30,000 quants from the center.
I see the next beta will allow a -bound parameter to be used to define the map size up to 500,000 quants. Will you actually be able to make a map this big useing WED blocks or only entities? The only reason I ask is that I now have severe distortion on my WED blocks only 30,000 quants from the center point when I thought you could go as high as +/- 50,000.
Posted By: Anonymous
Re: A5 WED Map Size Limits - 08/07/01 06:19
Yes James you are right, here it is:
quote:
Map maximum values:Map diameter (quants) 100000 (coordinate origin must be at center of map)
I am sorry but I have no idea how to solve your problem.
Marcus
I have a road that is 30,000 quants long but it is made of 10 blocks.
The last road block distorts just on the end part of it.
The wierd thing is that if I add another road block the previous one no longer distorts but the new one will. If I add 3 new blocks none of them will distort except the last one. If I add 5 new blocks none of them will distort except the last one. However, the distortion only starts at about 30,000 quants from center. After that, it is always the last block that will distort.
I have tried useing shorter blocks, thicker blocks, but after 30,000 quants or so the last part of the last block always distorts.
This occurs on my dev machine and on my two test machines.
Win95/TNT16Mb
Win98/Voodoo16MB
Win2k/Radeon32MB
Posted By: Anonymous
Re: A5 WED Map Size Limits - 08/07/01 07:01
It sounds a bit funny, always the last block is misbehaving. Throw him out

.
But the problem sounds not so well. I want to start a project with a huge area and I hope it won't happend to me.
I'm very sorry that I am not able to help you but I don't think it depends on your PC's.
Marcus
P.S.: Maybe it's because of the curvature of the earth 
Marcus:
The problem is that if I throw the last block out then the 'new' last block starts doing the same thing.
No, I didn't compensate for the earths curvature.. 
Posted By: Doug
Re: A5 WED Map Size Limits - 08/07/01 09:11
It's just a problem with blocks far away from the origin? If so, the new WED (coming "Real Soon Now"tm) should fix this problem.
Doug:
Yes, just the blocks that are furthest from the orgin. I knew there was a problem with map blocks far from the orgin I just didn't think 27,000 to 30,000 quants was all that far but the problem always occurs with the 'furthest' block.
I will try the map again when the new map builder is released.
Posted By: Anonymous
Re: A5 WED Map Size Limits - 08/08/01 20:51
Does this problem affect terrain?
r_gamer129:
If I remember I will throw some terrain out there at the 'outer limits' later today. I'll let you know how it turns out. It did not seem to effect entities but it sure does effect WED geometry. I was surprised since the WED documentation states maps up to 100000 quants are possible. Clearly this is not the case.
Posted By: Anonymous
Re: A5 WED Map Size Limits - 10/13/02 17:23
ok, this is around one year later from James' original post, and i am facing this exact same problem!!
i need to build a long road, but if it reaches more than 30,000 quants further than the origin, i get horrible distortions in the blocks (road, sidewalks..) !
what do i do?? aparently the problem has not been fixed by the new WED as Doug menitoned, because i'm using the WED version 5.3 , which comes with the gamestudio version 5.240..
please help!!
Posted By: Anonymous
Re: A5 WED Map Size Limits - 10/15/02 05:16
The mentioned fix allowed for using a larger range than +/- 50.000 quants, but it does not directly affect the precision of objects that far away. Some of the changes I have made to the map compiler should improve precision though. The way it works is that a certain number of bits is used for the integer part of position and a certain amount is used for the real part of the number (before and after the ".")- if you are close to the origin almost all bits can be used for the real part. If you approach a region that's far from the origin most bits are used for the integer part and blocks become less precise.
Possible workarounds are to use terrains, MDLs with invisible collision geometry, or just draw the road on a texture on a less curved block.
Posted By: Shummy
Re: A5 WED Map Size Limits - 10/15/02 06:10
My game is getting prety high i dont know quants but its 16 240 portals or something. i have allot of stuff the graphics are very good the detail is very very good. it takesso long to build.
Posted By: Anonymous
Re: A5 WED Map Size Limits - 10/16/02 09:27
ummmm,
i'm a newbie so don't flame me if i'm wrong, but if its only the last block that ever distorts, couldn't you just put an extra block on the oend of your road and make it invisible and passable and stuff? It would be distorted but it wouldn't matter......
~V~
Posted By: Anonymous
Re: A5 WED Map Size Limits - 10/16/02 20:06
Marco,
thanks for your suggestions.. but our street blocks are all straight, not curved
tho i must admit i didn't think of putting MDLs instead of the misbehaving blocks... the only problem is i need all the entity quota i can get for trees, cars, buildings, and ppl in the street.. so i wouldn't want to waste any on blocks that make up the street!
anyway, is there any plan to fix this issue in future upgrades/versions?
thanks..