World size

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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jman0war
Posts: 1
Joined: Tue Oct 04, 2016 10:05 pm

World size

Post by jman0war »

sorry for the newbie question.
But i'd like to model an outdoor area with the intention of importing it as a static mesh in gtkradiant, then exporting it and using it in a game.

But before i start, what are some common "world sizes" that i might try and adhere to?
I mean the overall size of the cell, the edges of the world?
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: World size

Post by obsidian »

See here:
viewtopic.php?f=10&t=16772

Note: you'll likely run into other engine limitations before just the max map dimensions. Stuff like polycounts, collision data, max surface counts, etc. There's no real figure we can quote for these, I recommend starting small and less ambitious and build your way up.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
KittenIgnition
Posts: 252
Joined: Sun Nov 06, 2011 11:11 pm

Re: World size

Post by KittenIgnition »

You can make one almost as wide as the radiant grid, but not quite. Source: my Skyrim stupidity.

You couldn't make that out of brushes, because q3map2 has a brush limit, among others. You also can't add much more to that map, lest you risk insane compile times, terrible framerates and q3map2 crashes anyway.
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Bacon
Posts: 1477
Joined: Sat Jul 31, 2004 7:00 am

Re: World size

Post by Bacon »

Using the _blocksize worldspawn key, you can actually compile huge maps very fast, if the brushwork isn't complex or dense. The problem you start running into as well is lightmap limits, if you compile with light, without using _lightmapscale, but then of course the lighting looks like ass. This game is a pain in the ass to make large maps in :(
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