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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »Tall grass

Author Topic: Tall grass (8 messages, Page 1 of 1)
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eliteslasher
Joined: Jun 30, 2008

Crysis 3!!!!!!! All I have to say. :D


Posted: May 31, 2011 07:14 PM    Msg. 1 of 8       
Hey guys, I am wanting to do some tall grass in my map in large patches but I want to make it sort of optimized. Would the best way to go about making this just be a grass patch scenery with LODs or is there a better way? My concern about LODs is people will have this false sense of hidden-ness but I can't think of any way at all to get around the grass making people unhidden at range.


UnevenElefant5
Joined: May 3, 2008

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


Posted: May 31, 2011 07:15 PM    Msg. 2 of 8       
You can use detail objects. I believe there is a tutorial on halomaps.

E: yeah here it is
http://hce.halomaps.org/index.cfm?fid=3008
Edited by UnevenElefant5 on May 31, 2011 at 07:16 PM


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: May 31, 2011 07:38 PM    Msg. 3 of 8       
I think it should be bsp. Use triangles or squares of two triangles for low-poly additions.
Make sure it's render-only (material_name!).


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Jun 1, 2011 12:25 AM    Msg. 4 of 8       
Quote: --- Original message by: UnevenElefant5

You can use detail objects. I believe there is a tutorial on halomaps.

E: yeah here it is
http://hce.halomaps.org/index.cfm?fid=3008
Edited by UnevenElefant5 on May 31, 2011 at 07:16 PM

This is correct.


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Jun 1, 2011 05:07 PM    Msg. 5 of 8       
Detail objects are ok, but they are still meant to be somewhat LOD'd (fade out the farther you are from them). Plus, they reset upon bsp recompile, something I do a lot.


anonymous_2009
Joined: Jun 13, 2009


Posted: Jun 1, 2011 05:10 PM    Msg. 6 of 8       
In this engine I would recommend BSP, use planes. Watch your tri count though, you can easily go over the top. And if your wanting to do a large field I wouldn't if I was you, as good as it could look in other engines it wont in this one.


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Jun 1, 2011 05:33 PM    Msg. 7 of 8       
Quote: --- Original message by: SlappyThePirate
I think it should be bsp. Use triangles or squares of two triangles for low-poly additions.
Make sure it's render-only (material_name!).


Even though that these are only render only, it still messes with portaling, and can cause alot of performance issues.

like otheres said, use LOD's... I recommend only doing them once, when your bsp is complete ingame. And be careful! You cannot undo them or delete specific ones, I believe. The only way to get rid of one is to get rid of all.
Edited by Higuy on Jun 1, 2011 at 05:35 PM


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Jun 1, 2011 05:47 PM    Msg. 8 of 8       
I think shift-clicking or alt-clicking or something gets rid of only one. But you're right, it's still risky.

 

 
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