Hello All
Long time player, i think i even have a 1.27 build or earlier hiding somewhere on cd....
Rarely ever post.
I'm just wondering as I've had some time lately to ponder amusing things
How large X x Y size can a map be in URT?
Would Z size depend on how large X and Y were? To increase Z to functional limits, how much would X and/or Y need to decrease?
These obviously ignore buildings, landscape and other resources in the actual map.
How large, X and Y, is the largest commonly played map these days?
Thanks for reading!
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Map Question
#2
Posted 08 January 2016 - 07:44 PM
Depending on how you compile your map in a box version you will be limited.
If you use clever tricks like vis blocking there is no limit on how big your map can be.
Keep in mind that urban terror is based on fast gameplay and a large map can kill that.
Greetsz,
If you use clever tricks like vis blocking there is no limit on how big your map can be.
Keep in mind that urban terror is based on fast gameplay and a large map can kill that.
Greetsz,
#3
Posted 08 January 2016 - 09:15 PM
i remember there actually is a max size for a box map (aka the entire sky is only a single box around the map's structure) =>
This of course assumes that you are trying to do a -vis built (set up the map so not everything is rendered everytime, no matter where you are), but thats something you always want to do (otherwise, and even more so with HUGE maps, cruel fps drops await)
there also is the _blocksize key, which somehow dictates the complexity (#surfaces).
No way to really give you a concrete limit though.
I can tell you that a 32k * 32k * 10k map works though (FPS is horrible) and that GTKradiant 1.5 has its editor limited to 64k cubed.
Note: all measurements taken in quake units, which equal inches if im not mistaken. so a factor of 2.54 on top of that.
//edit Iye:
maybe naming the unit on distances would be a nice thing....
This of course assumes that you are trying to do a -vis built (set up the map so not everything is rendered everytime, no matter where you are), but thats something you always want to do (otherwise, and even more so with HUGE maps, cruel fps drops await)
there also is the _blocksize key, which somehow dictates the complexity (#surfaces).
No way to really give you a concrete limit though.
I can tell you that a 32k * 32k * 10k map works though (FPS is horrible) and that GTKradiant 1.5 has its editor limited to 64k cubed.
Note: all measurements taken in quake units, which equal inches if im not mistaken. so a factor of 2.54 on top of that.
//edit Iye:
maybe naming the unit on distances would be a nice thing....
This post has been edited by Iye: 08 January 2016 - 09:21 PM
Sorry for my bad spelling - I am still asleep. :)
|=| Iye's UrT Addon |=| Firefox Personas |=| Maps |=|
http://www.mediafire...vk3a602hcfg.jpg
|=| Iye's UrT Addon |=| Firefox Personas |=| Maps |=|
http://www.mediafire...vk3a602hcfg.jpg
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