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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »What are the limitations of the Halo: CE engine?

Author Topic: What are the limitations of the Halo: CE engine? (7 messages, Page 1 of 1)
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Mr Gruntsworthy
Joined: Jan 9, 2007

*skweak*


Posted: Oct 31, 2013 03:28 PM    Msg. 1 of 7       
After a few years' absence and a proper education under my belt, I'm returning to the Halo: CE engine to try my hand at making a map in it again.

My main experience comes from UDK and, to a lesser extent, Unity; I want to challenge myself with the unique, archaic limitations of the Halo CE engine and see if I can produce something portfolio-worthy.

I've already read over the HEK document listing the expected tri count and all that; but I was wondering about a few other things not listed, unless I missed them:

What is the max supported texture size, versus recommended texture size? (We'll use a spartan-sized prop as a frame of reference.)

What channels does CE support? I know it has bump maps (but no Normal maps); but what about specular?




-------------
My Online Portfolio
Edited by Mr Gruntsworthy on Oct 31, 2013 at 03:30 PM


Guilty_spark
Joined: Dec 8, 2011

enjoy my bright, blue, balls!


Posted: Oct 31, 2013 04:02 PM    Msg. 2 of 7       
Quote: --- Original message by: Mr Gruntsworthy

After a few years' absence and a proper education under my belt, I'm returning to the Halo: CE engine to try my hand at making a map in it again.

My main experience comes from UDK and, to a lesser extent, Unity; I want to challenge myself with the unique, archaic limitations of the Halo CE engine and see if I can produce something portfolio-worthy.

I've already read over the HEK document listing the expected tri count and all that; but I was wondering about a few other things not listed, unless I missed them:

What is the max supported texture size, versus recommended texture size? (We'll use a spartan-sized prop as a frame of reference.)

What channels does CE support? I know it has bump maps (but no Normal maps); but what about specular?




-------------
My Online Portfolio
Edited by Mr Gruntsworthy on Oct 31, 2013 at 03:30 PM
do you have any plans on using open sauce?


MatthewDratt
Joined: Sep 11, 2010

TAKEDOWN IS OUT MattDratt.com


Posted: Oct 31, 2013 04:16 PM    Msg. 3 of 7       
There is a lot you can actually do if you know the right tricks.


Mr Gruntsworthy
Joined: Jan 9, 2007

*skweak*


Posted: Oct 31, 2013 04:36 PM    Msg. 4 of 7       
Having not heard anything about Open Sauce before you posted it, I did a bit of reading. So, Open Sauce is sort of an add-on extension to Halo CE? I'm not entirely able to find a good description of how it works on their site or Halopedia.


MatthewDratt
Joined: Sep 11, 2010

TAKEDOWN IS OUT MattDratt.com


Posted: Oct 31, 2013 05:09 PM    Msg. 5 of 7       
Quote: --- Original message by: Mr Gruntsworthy
Having not heard anything about Open Sauce before you posted it, I did a bit of reading. So, Open Sauce is sort of an add-on extension to Halo CE? I'm not entirely able to find a good description of how it works on their site or Halopedia.


Open sauce allows for a few main features:
-Map downloads when joining a game where you don't have the map
-Extended options for shaders (graphical updates) & post-shadering stuff
-Larger map sizes
-More scripting options


jackrabbit
Joined: Apr 27, 2005

Fight Against the Machine of Deth!


Posted: Nov 1, 2013 06:41 AM    Msg. 6 of 7       
Quote: --- Original message by: Mr Gruntsworthy

After a few years' absence and a proper education under my belt, I'm returning to the Halo: CE engine to try my hand at making a map in it again.

My main experience comes from UDK and, to a lesser extent, Unity; I want to challenge myself with the unique, archaic limitations of the Halo CE engine and see if I can produce something portfolio-worthy.

I've already read over the HEK document listing the expected tri count and all that; but I was wondering about a few other things not listed, unless I missed them:

What is the max supported texture size, versus recommended texture size? (We'll use a spartan-sized prop as a frame of reference.)

What channels does CE support? I know it has bump maps (but no Normal maps); but what about specular?




-------------
My Online Portfolio
Edited by Mr Gruntsworthy on Oct 31, 2013 at 03:30 PM
The limitations listed in the HEK Tutorial are completely inaccurate today.
Draw distance can be doubled for instance and that's just one limitation.


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Nov 4, 2013 03:24 AM    Msg. 7 of 7       
Well, for a spartan sized object, you wouldn't want to exceed 1024 x 1024 in bitmap resolution, but that is a spartan we are talking about, which generally has more texture detail because it is the main character biped. Personally, I wouldn't go over 512 x 512 because you may run out of tag space if you did everything that way.. The engine is pretty limited, but there are many things you can do to work around them, and it's always fun to try and do that.

What are your particular skills? Can you model, texture, script?

 

 
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