Jump to content
The Dark Mod Forums

What is the ultimate maximum size possible - the editor dimension limits?


Komag

Recommended Posts

Okay, I've done a few test...

 

I tried to make one large room that nearly took the entire area, but not height. It was about 125,000x125,000x20,000 or so. Doom didn't like it though, and would always crash with a "malloc failure for 65512" long error message.

 

So I shrank the room down to 60,000x60,000x20,000 or so, and this time it didn't crash, but it never compiled. It may have after a long time, but waited about 15 minutes with no luck so I ended the Doom 3 process via Windows Task Manager. I now wonder if it might have eventually worked.

 

I then strank the room down to about 30,000x30,000x15,000, and this compiled in about 45 seconds and worked just fine!

 

Since then I've copied the room and added two copies of it, connected by view-blocking hallways, and it now takes close to 3 minutes to compile and run, but still works. These three rooms total up to about 3/4 the size of the 60,000x60,000x20,000.

 

I'll try to add a couple more rooms and see if it all still works.

shadowdark50.gif keep50.gif
Link to comment
Share on other sites

  • Replies 64
  • Created
  • Last Reply

Top Posters In This Topic

Just to confirm the ratio of 1 Doom unit = 1 inch: While looking through sound.h in the SDK just now, I noticed this line:

 

// unfortunately, our minDistance / maxDistance is specified in meters, and
// we have far too many of them to change at this time.
const float DOOM_TO_METERS = 0.0254f;					// doom to meters
const float METERS_TO_DOOM = (1.0f/DOOM_TO_METERS);	// meters to doom

 

...Implying that to convert from Doom units to meters, you multiply by 0.0254. So 1 Doom unit = 0.0254 meters, and if you do the conversion to inches you'll see that 0.0254 meters = 1 inch. So id software agrees; 1 Doom unit = 1 inch.

My games | Public Service Announcement: TDM is not set in the Thief universe. The city in which it takes place is not the City from Thief. The player character is not called Garrett. Any person who contradicts these facts will be subjected to disapproving stares.
Link to comment
Share on other sites

Why do you say that? Using the 1 Doom unit = 1 inch measure, the citywatch's head joint (for example) is exactly 6 feet above the citywatch's origin (which is the ground - all AI are expected to have their origin on the ground). And it looks fine in-game to me.

My games | Public Service Announcement: TDM is not set in the Thief universe. The city in which it takes place is not the City from Thief. The player character is not called Garrett. Any person who contradicts these facts will be subjected to disapproving stares.
Link to comment
Share on other sites

I was looking at some desks and chairs that are very tall if 1 unit is 1 inch. Some desks are 40 units tall, others 36. A chair has the seat up at 24 units. If you measure your furniture at home you'll see the reality.

 

But it sounds like some things such as the citywatch work well with the 1 to 1 ratio, and look pretty much right, whereas other things may be a bit off. I think that just looking at a wall in game that is 24 units thick, it just doesn't look like 2 feet to me. I admit, though, that just "how it looks" is pretty subjective.

 

Does anyone know the player eyeball level height in units?

shadowdark50.gif keep50.gif
Link to comment
Share on other sites

True.

 

It may well be that the original intention was for Doom units to equal inches, but the art guys had other ideas... :)

My games | Public Service Announcement: TDM is not set in the Thief universe. The city in which it takes place is not the City from Thief. The player character is not called Garrett. Any person who contradicts these facts will be subjected to disapproving stares.
Link to comment
Share on other sites

  • 1 year later...

Reading this thread makes me long for MegaTexturing so we can make all that space look good.

I know the game-play doesn't focus on big, outdoorsy areas, but every now and then it's nice to spread the wings...

 

Did anyone ever figure out if it's at all practicable to get it in after id4/Doom3/ET:QW all go open-source?

 

Edit: A little research later, wow, I didn't realize that some workable Megatexture tech was already built into vanilla Doom 3 - link1, 2, 3, 4,

. Well that opens up possibilities! It has limitations (no compression? apparently), but it's there. Maybe oldhat, I think I saw those screenshots before, but I didn't catch their significance. Edited by demagogue

What do you see when you turn out the light? I can't tell you but I know that it's mine.

Link to comment
Share on other sites

Wow! I remember looking into this a long long time ago when they were still working on it, and I ended up dismissing the idea. However maybe the mega-texture in D3 is something we should look into. I currently can't really think of any thief-type applications for it, but I know it would be useful. I probably need to sleep on the idea :P

Link to comment
Share on other sites

As long as you're looking into Doom3 tech tweaks, I was wondering if you guys caught what LDAsh was doing with foliage over at doom3 world:

 

http://www.doom3world.org/phpbb2/viewtopic...f=2&t=21149

 

The video he made looks great and seems frame rate friendly, the normal map stuff he talks about is all voodoo to me however. ToSL looks mighty fine, excellent job all around gents (and lady), but the low shrubs and wall creepers really had some flat lighting going on.

 

Enough back-seat modding from me, but check it out of you haven't already and keep up the great work.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


  • Recent Status Updates

    • Ansome

      Finally got my PC back from the shop after my SSD got corrupted a week ago and damaged my motherboard. Scary stuff, but thank goodness it happened right after two months of FM development instead of wiping all my work before I could release it. New SSD, repaired Motherboard and BIOS, and we're ready to start working on my second FM with some added version control in the cloud just to be safe!
      · 0 replies
    • Petike the Taffer  »  DeTeEff

      I've updated the articles for your FMs and your author category at the wiki. Your newer nickname (DeTeEff) now comes first, and the one in parentheses is your older nickname (Fieldmedic). Just to avoid confusing people who played your FMs years ago and remember your older nickname. I've added a wiki article for your latest FM, Who Watches the Watcher?, as part of my current updating efforts. Unless I overlooked something, you have five different FMs so far.
      · 0 replies
    • Petike the Taffer

      I've finally managed to log in to The Dark Mod Wiki. I'm back in the saddle and before the holidays start in full, I'll be adding a few new FM articles and doing other updates. Written in Stone is already done.
      · 4 replies
    • nbohr1more

      TDM 15th Anniversary Contest is now active! Please declare your participation: https://forums.thedarkmod.com/index.php?/topic/22413-the-dark-mod-15th-anniversary-contest-entry-thread/
       
      · 0 replies
    • JackFarmer

      @TheUnbeholden
      You cannot receive PMs. Could you please be so kind and check your mailbox if it is full (or maybe you switched off the function)?
      · 1 reply
×
×
  • Create New...