
stunt_man
Joined: Sep 22, 2009
GMYF - Now hosting proper MLG gametypes!
|
Posted: Apr 25, 2014 09:47 AM
Msg. 386 of 401
Quote: --- Original message by: Jesse Is anyone good at portaling? Mirroring the map takes it over the poly count limit, so there are disappearing faces when viewing too much BSP geometry at once. It's gonna be a big issue if it isn't portaled in the release. I could take a crack at it. I got a pretty good handle on it with an unreleased map. Add me on Xfire (killdill101) and I'll send you a DL link if you want to see. No obligations.
|
|
|

Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
|
Posted: Apr 25, 2014 10:09 AM
Msg. 387 of 401
Great sky!
Oh and check your pm's jesse, i've uploaded my effects for you.
|
|
|

1bobsam1
Joined: Mar 18, 2010
I win. You lose.
|
Posted: Apr 25, 2014 02:28 PM
Msg. 388 of 401
First of the sky was made by Conscars. Secondly, the Battle Rifle's scope shaders are awesome.
|
|
|

altis94
Joined: Oct 5, 2012
Join my Discord https://discord.gg/GDVEaRD
|
Posted: Apr 25, 2014 03:02 PM
Msg. 389 of 401
And that sky is very unoptimized.
|
|
|

DOOM899
Joined: Jul 23, 2013
{DM} [gamesmaster] if i can ill help maybe
|
Posted: Apr 25, 2014 11:27 PM
Msg. 390 of 401
|
|
|

Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
|
Posted: Apr 26, 2014 06:01 AM
Msg. 391 of 401
Quote: --- Original message by: MootjuhQuote: --- Original message by: ChieftainSnipe Jesse, Y U NO USE LATEST HALO 3 Z-TEAM TAGS? Because the only thing worth taking from there are the Spartan animations. TRUE DAT!
|
|
|

Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
|
Posted: May 2, 2014 06:56 PM
Msg. 392 of 401
So I sent the map to be portaled for testing purposes, and it appears that even with proper portalling, it won't be enough to circumvent the 16k poly limit for on-screen rendering. It is suggested that I simplify some of the geometry, and I'll let you guys read the PM down below.: Hey, So I'm looking at your model now - you actually ingamed this beast? I'm impressed lol I have some suggestions before I start portalling: Some general guidelines: You have a lot of backfacing geometry that has little impact on gameplay. I strongly urge you to remove it (see below for some of the worst areas) Where those target-board things pop-up in H3, there are holes modelled into the floor - they should be removed Fill in all the ramps/columns that are made up of those panels (not the panel-walls on top of the sniper towers, but the ones that build up the structures and have considerable empty space in them). You can save a ton of polies by filling these spaces in, and you can still have those transparent fences (though behind the fences you would see concrete instead of empty space). Again, see below for specifics. You should fly around the model and look for any areas that aren't accessible and try to reduce the poly count. Specific recommendations: Fill in these columns instead of keeping them hollow: **I've got to ask, are you trying to get 100% accuracy with the BSP? If so, I understand why you modelled it that way, however, filling in these areas will not affect gameplay (the thin slits between these panels are extremely hard to effectively shoot through in H3 anyway) and you'll save a bunch of polies on faces that are hardly noticeable in the first place.** Here are some other areas that I would recommend filling in: **This also goes for all other panels like this** **This ramp, and other ramps like it** **This L-ramp here, this is one of the worst ones. Super high-poly, lots of backfaces. I know you can see under it in H3, but personally I don't think it's worth it for such a minor detail. Plus, you can't shoot through that fence in H3 anyway.** I hope you can accept some of this feedback, I'm looking forward to helping you on this project. Even portalling off the insides of those structures won't be enough to keep the map running smoothly (not to mention making all the geometry render properly). Edited by Jesse on May 2, 2014 at 07:09 PM
|
|
|

PRPatxi
Joined: Oct 30, 2010
Dennis, free me from this suffering
|
Posted: May 2, 2014 07:12 PM
Msg. 393 of 401
Interesting, i've never heard of that guy/girl.
|
|
|

Higuy
Joined: Mar 6, 2007
@lucasgovatos
|
Posted: May 2, 2014 08:51 PM
Msg. 394 of 401
Kinda hard to see from those pictures (low resolution), but it looks like some areas could yield optimization, such as the floors. Evne if you cut down on small amounts of triangles, they will add up. I also noticed you have small details on other things, like the panels on the walls. Optimizing those would also be good. Don't forget you have the option of scenery, which can help make up for some of the detail lost.
|
|
|

stunt_man
Joined: Sep 22, 2009
GMYF - Now hosting proper MLG gametypes!
|
Posted: May 2, 2014 11:49 PM
Msg. 395 of 401
It is I.
The main issue with the BSP is the high amount of backfacing/unnecessary geometry in the areas I pointed out in the pics. I recommended that Jesse fill in some of these areas in order to save polies, as well as simplify portalling. Part of my plan was to use exact-portals to portal off the interiors of the ground floor of the sniper towers, but they aren't closed-off if the columns remain in their current state.
In a previous PM I mentioned that those two sniper towers (which Jesse said were problematic in terms of rendering due to their high polycount) likely weren't the only culprits. By this I'm trying to say that there were likely other high-poly areas of the BSP that might be causing the on-screen poly limit to be exceeded.
The BSP technically could still be portalled, but the areas with the highest polycounts could be optimized further to avoid the need for overly complicated portalling (which is known to have a negative impact on performance/drawing, much in the same way as lack of portalling).
|
|
|

Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
|
Posted: May 3, 2014 12:55 AM
Msg. 396 of 401
I already got a dump truck to fill in one of those areas with cement; that cuts out about 1000 polies (I still have two more sections to do).
It still looks good, and I managed to keep it in style of the map.
|
|
|

stunt_man
Joined: Sep 22, 2009
GMYF - Now hosting proper MLG gametypes!
|
Posted: May 3, 2014 01:58 AM
Msg. 397 of 401
Nice, that's pretty significant. 1000 polies just on one side? Or after its mirrored?
Also dump truck lolll
|
|
|

Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
|
Posted: May 3, 2014 06:55 AM
Msg. 398 of 401
Just one side. It should amount to about 2,000 when mirrored, but I expect that number to increase (overall decreasing polys) once I can fill in the rest later on.
|
|
|

Ubergoober
Joined: Oct 11, 2010
|
Posted: Jun 18, 2014 10:16 AM
Msg. 399 of 401
a frog in a bog hit his head on a log and the noise went "bump!" oh, and hows this going then? be ready for ce3? i see ur doing stuff for cmt too
|
|
|

Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
|
Posted: Jun 20, 2014 06:21 AM
Msg. 400 of 401
is dis projeckt ded?
|
|
|

PRPatxi
Joined: Oct 30, 2010
Dennis, free me from this suffering
|
Posted: Jun 20, 2014 06:29 AM
Msg. 401 of 401
Dis proyect iz n0t d34d, jaunluis2 w1ll f1n1sh he alwaYz d0 all tehhs stUff br0.
|
|
|