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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »I figured out why the cmt new master chief biped hates bad gfx

Author Topic: I figured out why the cmt new master chief biped hates bad gfx (18 messages, Page 1 of 1)
Moderators: Dennis

Hydrogen
Joined: Dec 6, 2009

Wort Wort Wort...


Posted: Jul 22, 2010 06:09 PM    Msg. 1 of 18       
ok so i compared polys (verts) on it

CMT cyborg in the 13000's
standard ce cyborg 7000's
recon and other halo 3 beta spartans 8000's
CMT d40 beta cybord 8000's

so you see the problem is its poly's is to high and theres to much detail on it when most of it could be done with bump maps and the diffuse map of it. so if i deleted tons of the faces made new ones it would be small in poly's. the grenade belt and the hand plates together 1600's so there for CMT maps wont be able to be played by people with bad gfx (most of the 1.00ers and 1.09ers) there for the map wont be popular because of this issue


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Jul 22, 2010 06:12 PM    Msg. 2 of 18       
Aren't you the guys who are always like, "high poly = good"?


Hydrogen
Joined: Dec 6, 2009

Wort Wort Wort...


Posted: Jul 22, 2010 06:17 PM    Msg. 3 of 18       
no thats not me im for the bad gfx community even though i got good gfx.


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Jul 22, 2010 06:33 PM    Msg. 4 of 18       
Check the CMT elite poly count and compare it to the Spartans


Hydrogen
Joined: Dec 6, 2009

Wort Wort Wort...


Posted: Jul 22, 2010 06:37 PM    Msg. 5 of 18       
the one lag released for mp?


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Jul 22, 2010 06:48 PM    Msg. 6 of 18       
yes


Hydrogen
Joined: Dec 6, 2009

Wort Wort Wort...


Posted: Jul 22, 2010 06:56 PM    Msg. 7 of 18       
17000's but it has lod's


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Jul 22, 2010 07:21 PM    Msg. 8 of 18       
That doesn't matter, even at the closest LOD the Spartans tear and the elites don't. I stand by my theory about the materials.


il Duce Primo
Joined: Apr 22, 2007

CMT Team Leader


Posted: Jul 22, 2010 07:49 PM    Msg. 9 of 18       
I'm not saying the materials are not causing the problem. I just don't understand how it would cause the problem? I also have seen videos where the error is seen in the default biped. After I saw that I stopped caring because I believe it's a graphics card problem. I will play around with the materials and see if it changes anything. I only need someone who has the issue currently to help test it though.


UnevenElefant5
Joined: May 3, 2008

its been fun yall, i'll never forget this site :')


Posted: Jul 22, 2010 08:05 PM    Msg. 10 of 18       
I had the same problem that people experience with the CMT biped with an ODST drop pod vehicle I made. My video card fried and I had to run on an integrated (for over a month :V) and I would get errors just like what other people have gotten with the CMT biped, the poly count was pretty low too. Maybe at most 1000. I believe it is a video card issue, it could be the sub-par video card reacting to a high resolution bitmap or high poly model. Either way, the problem is most likely caused by a bad video card.
Edited by UnevenElefant5 on Jul 22, 2010 at 08:06 PM


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Jul 22, 2010 08:07 PM    Msg. 11 of 18       
Look at the visor. The cyborg has 2 Mat IDs, each assigned to geometry. Material 1 is the visor, material 2 is the armor and rubber. The visor stays normal, the body tears. The elite is even more high poly than the cyborg, and it doesn't tear. The big difference? the elite has multiple Mat IDs that each have less geometry than the cyborg main body. Rather than have a material that is 10k (just throwing out easy numbers here) make it 2 materials that are 5k each. That seems to have worked on the elite.

Logic, use it if you have it.


Hydrogen
Joined: Dec 6, 2009

Wort Wort Wort...


Posted: Jul 22, 2010 09:29 PM    Msg. 12 of 18       
well i got mine now at 3 materials if you want to test it duce u can have it.. people that have bad gfx that i know of is tucker but dennis banned him. want me to link you to his xfire?

but i had this problem until i bought a new pc :P but i didnt have a gfx card in the other one it was built in
Edited by Hydrogen on Jul 22, 2010 at 09:30 PM


Aj Ninami
Joined: Dec 15, 2009

Helps old ladies in need


Posted: Jul 23, 2010 05:24 AM    Msg. 13 of 18       
these people that have bad gfx must have really bad gfx. i can see the cmt spartan fine on a ati radeon 9550 (32mb XD).


DarkLord0912
Joined: Jan 17, 2009

Works on bigger and better things


Posted: Jul 23, 2010 11:30 AM    Msg. 14 of 18       
I can see what masters is saying.

But I know I want have a graphics issue.

I have two of these:http://www.bestbuy.com/site/Sapphire+-+Vapor-X+ATI+Radeon+HD+5770+1GB+DDR5+PCI+Express+Graphics+Card/9973559.p?id=1218204528762&skuId=9973559

In my custom build to graphics cards linked together.
Edited by DarkLord0912 on Jul 23, 2010 at 11:31 AM


Hydrogen
Joined: Dec 6, 2009

Wort Wort Wort...


Posted: Jul 23, 2010 12:19 PM    Msg. 15 of 18       
Quote: --- Original message by: Aj Ninami
these people that have bad gfx must have really bad gfx. i can see the cmt spartan fine on a ati radeon 9550 (32mb XD).

actually i didnt really have that bad gfx
http://www.xfire.com/video/155cf8/
http://www.xfire.com/video/e4f88/


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Jul 23, 2010 04:08 PM    Msg. 16 of 18       
So can anyone confirm my theory?


Hydrogen
Joined: Dec 6, 2009

Wort Wort Wort...


Posted: Jul 23, 2010 05:01 PM    Msg. 17 of 18       
i have it to 3 materials in max rubber,armor,visor i want to get one more in there any idea?


Dwood
Joined: Oct 23, 2007

Judge Ye Therefore


Posted: Jul 23, 2010 05:16 PM    Msg. 18 of 18       
Quote: --- Original message by: Masters1337
So can anyone confirm my theory?


I wouldn't know, but there is a post somewhere on poly count where they explain that having multiple mat ids per vertex actually doubles the amount that has to be rendered by the gfx card. I know that's not the same thing as the problem you think it is but that could be one.

 

 
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