
Ki11erFTW
Joined: Jul 4, 2009
You've seen nothing yet.
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Posted: Jan 6, 2013 12:48 AM
Msg. 1 of 7
If you're talking about scenery objects such a trees and bushes, etc. It doesn't really handle it like a modern-engine would. The limitations on the engine cause less then 256 objects to be rendered at once (IIRC). Unlike modern engines when thousands can be rendered at once. Once you exceed that limit you will start getting clipping/popping. A way to get around this non-OS would be to model a bunch of scenery objects into one JMS file. (however the engine also seems to have trouble rendering a lot of polies at once as well, at least in sapien) So basically, you can't get any believable looking foliage in game-play atm because of those limitations. You'd need the limit to be tripled so you can place tons of plants and trees everywhere- as seen in real life. Kornman made an upgrade for me on OS 3.1. The features will be available soon.
If it's lag your worried about, I haven't experienced any lag myself by filling a map with scenery. My guess is it'll take tons and tons of objects to cause the game to actually crash. Edited by Ki11erFTW on Jan 6, 2013 at 12:50 AM
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1bobsam1
Joined: Mar 18, 2010
I win. You lose.
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Posted: Jan 6, 2013 01:50 PM
Msg. 2 of 7
What about LOD models?
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The Lodeman
Joined: Sep 16, 2012
Hipster Lodeman: Enjoyed goats before it was cool.
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Posted: Jan 6, 2013 05:19 PM
Msg. 3 of 7
Portaling a level well is also important to improve performance. Imo foliage is handled pretty good in this old engine. But ofc don't expect forests a la crysis or far cry.
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OpsY
Joined: Feb 19, 2007
Frobisher Bay
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Posted: Jan 6, 2013 08:24 PM
Msg. 4 of 7
I've been thinking about foliage alot recently too. As one guy above mentioned, LOD can make a difference. Also, current Halo 1 foliage tags won't help you much since they aren't made to emulate forest.
Taking trees, setting lods and relying alot on Alpha maps could however give a very good result with only so many "polies" being rendered around the player whilst the far objects would rely on Alphas to create a leaves / forest feeling. Edited by OpsY on Jan 6, 2013 at 08:26 PM Edited by OpsY on Jan 6, 2013 at 08:27 PM Edited by OpsY on Jan 6, 2013 at 08:27 PM
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jawa
Joined: Jun 26, 2011
Utinni!
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Posted: Jan 11, 2013 12:38 AM
Msg. 5 of 7
Talk to Yoda, he made a test map completely carpeted with grass. It looked nice and did not lag out at all.
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KingFisher
Joined: Jun 10, 2011
Creativity is the main element of level design.
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Posted: Jan 11, 2013 02:02 AM
Msg. 6 of 7
Detailed objects are a good solution for this engine. They only render for a certain distance, but that isn't a big deal. Most games, even Halo 3 have the same type of system.
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altis94
Joined: Oct 5, 2012
Join my Discord https://discord.gg/GDVEaRD
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Posted: Jan 11, 2013 07:50 AM
Msg. 7 of 7
dont reach 4000 object limit for same type of object. And save from time to time..
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