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Author Topic: triangles/polygons count (5 messages, Page 1 of 1)
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ShadowFox0809
Joined: Feb 27, 2010


Posted: May 26, 2010 07:45 PM    Msg. 1 of 5       
I'm working on a map, which is about 4-5 times larger than sidewinder. HEK gives guidelines about the polygon count/ triangle count that should be rendered total in each scene (I'm assuming a scene is each visible section of the map, or portal). It doesn't, however, give an idea about what percentage of that (on average) would be due to the BSP.

To sketch out the major sections (and the majority) of my BSP, I use a heightmap, or displacement modifier. To make the displacement modifier work as best as possible, I raised the poly count so I had 70,400 faces to work with. Next, I'm trying to simplify the BSP using the multi-res modifier. I'm just not quite sure how much I should reduce the vertex count. Anyone with experience have any tips?
Edited by ShadowFox0809 on May 26, 2010 at 07:46 PM


sierra117
Joined: Jan 10, 2008

If sex is good exercise, why are there fat sluts?


Posted: May 26, 2010 08:58 PM    Msg. 2 of 5       
Quote: --- Original message by: Silent STRKR
I recommend keeping it to about 20000-30000 with very good portaling.

you can push it to for both multiplayer & single player BSP's to 50,000 - 75,000/80,000
it doesnt really matter how much your polygon count is for the computer, its how much the computer can take to render the required polygons in the specific portal.


ShadowFox0809
Joined: Feb 27, 2010


Posted: May 26, 2010 10:31 PM    Msg. 3 of 5       
Thanks!


ghost901
Joined: Mar 4, 2010


Posted: May 27, 2010 04:47 PM    Msg. 4 of 5       
I'm almost sure Tool wont compile after a certain amount.
The higher it goes the longer the export, compile and, lightmaps will take.
Edited by ghost901 on May 27, 2010 at 04:50 PM


sierra117
Joined: Jan 10, 2008

If sex is good exercise, why are there fat sluts?


Posted: May 28, 2010 02:20 AM    Msg. 5 of 5       
im pretty sure tool doesnt compile it if its over 90,000 :C

 

 
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