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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »Question About Map Limits

Author Topic: Question About Map Limits (14 messages, Page 1 of 1)
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ElijahB1
Joined: Nov 25, 2012


Posted: Jun 16, 2013 09:00 PM    Msg. 1 of 14       
Hey all, I am making a map and I want to know what the roof number for map polys is for Halo 1 so that I don't accidentally add too much detail to the level. Also, whats the roof for Halo 2 Vista?

link
Pic to peak interest


Edited by ElijahB1 on Jun 16, 2013 at 09:34 PM


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Jun 16, 2013 10:03 PM    Msg. 2 of 14       
Assuming you're also portaling the level, the max is around 50k for MP levels. SP is a little bit higher. I've personally never gone above that. You will probably run into portal rendering issues either way though once you surpass 30k so make sure you're testing all parts of the levels and that they all render correctly with your portals.

I'm not sure about H2V but I'd assume its a bit higher all around.


xnx
Joined: Feb 12, 2013

h2 marine anims or i detonate the vest


Posted: Jun 16, 2013 10:05 PM    Msg. 3 of 14       
Wow, that looks absolutely GORGEOUS
I don't think you need to put street lights as part of the BSP; you can add those in as scenery. Same goes for a lot of your BSP, like small rocks and benches.
Edited by xnx on Jun 16, 2013 at 10:06 PM


renegade343
Joined: Jun 26, 2012

CE3 Stage Modeler, Editor, and Writer


Posted: Jun 16, 2013 10:56 PM    Msg. 4 of 14       
Quote: --- Original message by: Higuy
Assuming you're also portaling the level, the max is around 50k for MP levels. SP is a little bit higher. I've personally never gone above that.


If you're making SP maps, is is 50~80k ish per BSP that's loaded, or for the whole level?


ElijahB1
Joined: Nov 25, 2012


Posted: Jun 16, 2013 11:32 PM    Msg. 5 of 14       
Quote: --- Original message by: xnx

Wow, that looks absolutely GORGEOUS
I don't think you need to put street lights as part of the BSP; you can add those in as scenery. Same goes for a lot of your BSP, like small rocks and benches.
Edited by xnx on Jun 16, 2013 at 10:06 PM


Thanks man, I'll keep that in mind, I'll remove those details and add them back in latter. First time making a map for halo, this had been another project for a while but I decided it could be a cool map for CE/H2V

Quote: --- Original message by: renegade343
Quote: --- Original message by: Higuy
Assuming you're also portaling the level, the max is around 50k for MP levels. SP is a little bit higher. I've personally never gone above that.


If you're making SP maps, is is 50~80k ish per BSP that's loaded, or for the whole level?


Well, at the moment the model of the map is right at about 22,000. I did not want to get it in game then need to remove stuff because it could not handle it. I am hopeing to eventually bring some sections of New Mombasa into CE/H2V if the game can handle it.

Another pic for interest:

Link
Edited by ElijahB1 on Jun 16, 2013 at 11:42 PM


savinpvtmike
Joined: Apr 18, 2010

It's heavily inserted


Posted: Jun 17, 2013 01:10 AM    Msg. 6 of 14       
nice work keep it up man.


Stevedoggen
Joined: Jan 14, 2013

#Byf4Lyf


Posted: Jun 17, 2013 01:37 AM    Msg. 7 of 14       
Nice work, keep it up!
The first pic kinda reminded me of part of the halo 3 odst campaign, at least the base did.
Good job!


Sceny
Joined: Nov 20, 2010

Awesome Faggot!


Posted: Jun 17, 2013 04:42 AM    Msg. 8 of 14       
Quote: --- Original message by: Stevedoggen
Nice work, keep it up!
The first pic kinda reminded me of part of the halo 3 odst campaign, at least the base did.
Good job!


Its the firefight part of uplift reserve from ODST.


ElijahB1
Joined: Nov 25, 2012


Posted: Jun 17, 2013 04:55 AM    Msg. 9 of 14       
Quote: --- Original message by: Sceny
Quote: --- Original message by: Stevedoggen
Nice work, keep it up!
The first pic kinda reminded me of part of the halo 3 odst campaign, at least the base did.
Good job!


Its the firefight part of uplift reserve from ODST.


Yep, that's right. I haven't seen any maps of "The Lost Platoon" so I figured I'd give it a shot.


bourrin33
Joined: Oct 19, 2009

HEK not installed tho


Posted: Jun 17, 2013 06:29 AM    Msg. 10 of 14       
you can add many elements modeled there as objects (scenery) in sapien, it would be more convenient, and lower the risk of errors and phantom BSPs


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Jun 17, 2013 10:14 AM    Msg. 11 of 14       
With OS, you can up the tricount. Or something like that. Anyway, you can have your BSP be as detailed as a H3 one with no portal errors. Check the google code page and it should be in one of the change logs.


OrangeJuice
Joined: Jan 29, 2009

Documentation and debug.txt


Posted: Jun 18, 2013 12:56 PM    Msg. 12 of 14       
I've never hit the engine's limits before, I don't think you will unless you had some overkill computer that simply never starts laggin when you model too much stuff in 3Ds


ElijahB1
Joined: Nov 25, 2012


Posted: Jun 18, 2013 02:31 PM    Msg. 13 of 14       
Quote: --- Original message by: OrangeJuice
I've never hit the engine's limits before, I don't think you will unless you had some overkill computer that simply never starts laggin when you model too much stuff in 3Ds


I have a model that is 600,000+ so I dought I'll get that in game


OrangeJuice
Joined: Jan 29, 2009

Documentation and debug.txt


Posted: Jun 18, 2013 02:41 PM    Msg. 14 of 14       
I abused the heck out of the boolean tool and a TI-nSpire CAS to make the interior and exterior of a pretty good looking cathedral with like 6 rooms, and halo hasn't complained yet :3

EDIT> and a terribly ported gamecube rip with everything being part of the main BSP instead of compartmentalized like any decent modeler should ever do, lol
it's part of a castle not a temple :)

I don't think you'll have a problem getting your 600k model ingame

Edited by OrangeJuice on Jun 18, 2013 at 02:49 PM

 

 
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