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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »Is there a way to double the number of scenery a map can control?

Author Topic: Is there a way to double the number of scenery a map can control? (22 messages, Page 1 of 1)
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AlekosGR
Joined: Aug 13, 2013

ACE Moding Team (Azura Computer Entertainment)


Posted: Mar 12, 2014 10:53 AM    Msg. 1 of 22       
I have been working on my own MP map lately, and since my modeling skills suck, I want to make my bsb more beautiful by adding lot's of scenery to it. The thing is that, due to the large ammount of scenery placed in the scenario, when I look to a dirrection where lot's of scenery is placed, part of it dissapears, making the map awfull. I have tried HAC 2, which increases poly limit or something, didn't work :( So... Is there a way to do it? The error message I get in Sapien is "WARNING: maximum render objects exceded", in case tha helps. Also, has the child scenario has to do anything with helping me with this?


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Mar 12, 2014 11:04 AM    Msg. 2 of 22       
First of all, why? It seems that you way too much scenery, so much that you should consider removing some instead of trying to bypass the limit.

Second, what kind of scenery are you placing on it? Trees? Grass?
Some of them might be work better as detail objects (I think that's what it is called) or vehicles.

Edited by Dumb AI on Mar 12, 2014 at 11:08 AM


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Mar 12, 2014 11:19 AM    Msg. 3 of 22       
OS can do it. The max objects rendered isn't that big an issue though, since you rarely have to render everything at once. You can always check in game to see what is being rendered with rasterizer_wireframe 1 to see what is currently being rendered.

Never use vehicles as a replacement for scenery. Worst. Idea. Ever. Detail objects are 2d objects which can be rendered to make grass and such.


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Mar 12, 2014 11:43 AM    Msg. 4 of 22       
Quote: --- Original message by: Masters1337
OS can do it. The max objects rendered isn't that big an issue though, since you rarely have to render everything at once. You can always check in game to see what is being rendered with rasterizer_wireframe 1 to see what is currently being rendered.

Never use vehicles as a replacement for scenery. Worst. Idea. Ever. Detail objects are 2d objects which can be rendered to make grass and such.

I don't see what's wrong with using it for certain objects, like crates.

Edited by Dumb AI on Mar 12, 2014 at 11:44 AM


AlekosGR
Joined: Aug 13, 2013

ACE Moding Team (Azura Computer Entertainment)


Posted: Mar 12, 2014 11:46 AM    Msg. 5 of 22       
Well... I do use OS, doesn't help much :( I must be using like... 250-300 different scenery tags placed. It's just trees and rocks :( I need them in my map though :( I will upload a picture. And, yes, I do place vehicles by scenery. Is that bad? What's the alternitive method of doing it? Here is a pic to see what number of scenery I am using.






Edited by AlekosGR on Mar 12, 2014 at 11:47 AM


xnx
Joined: Feb 12, 2013

h2 marine anims or i detonate the vest


Posted: Mar 12, 2014 12:10 PM    Msg. 6 of 22       
Your map actually looks pretty cool honestly. However rather than have a constant abundance of trees, why not make patches of scenery where you'll have foresty areas paired with rocky sections and open plains?


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Mar 12, 2014 01:28 PM    Msg. 7 of 22       
Quote: --- Original message by: xnx
Your map actually looks pretty cool honestly. However rather than have a constant abundance of trees, why not make patches of scenery where you'll have foresty areas paired with rocky sections and open plains?


Hes right you know^

Import rocks into max, create custom scenery with them in "patches". You then have modular rock sections where you can also incorporate gameplay into as well. And finally, you decrease the amount of draw calls on the screen, resulting in the error leaving and better performance.


AlekosGR
Joined: Aug 13, 2013

ACE Moding Team (Azura Computer Entertainment)


Posted: Mar 12, 2014 01:31 PM    Msg. 8 of 22       
Well... I haven't really thought about it that way... Yeah, that might do it! Thanks guys, I really aprreciate your help!


Ki11erFTW
Joined: Jul 4, 2009

You've seen nothing yet.


Posted: Mar 12, 2014 02:07 PM    Msg. 9 of 22       
Quote: --- Original message by: Masters1337
OS can do it. The max objects rendered isn't that big an issue though, since you rarely have to render everything at once. You can always check in game to see what is being rendered with rasterizer_wireframe 1 to see what is currently being rendered.

Never use vehicles as a replacement for scenery. Worst. Idea. Ever. Detail objects are 2d objects which can be rendered to make grass and such.


I actually hit the max amount of scenery placeable the other day. I wonder if this can be extended.. You know newer games rely on decorative objects rather then just the level structure its-self. ( I only hit the max amount after spamming plants everywhere). But still, it'd be nice to have a little more then just detail objects.


altis94
Joined: Oct 5, 2012

Join my Discord https://discord.gg/GDVEaRD


Posted: Mar 12, 2014 10:32 PM    Msg. 10 of 22       
I think the limit is 256 because I actually counted. Not sure how much OS can increase it.
omg bigazz ripzzz
Edited by altis94 on Mar 12, 2014 at 10:48 PM


MEGA_VKNG
Joined: Dec 23, 2013


Posted: Mar 12, 2014 10:42 PM    Msg. 11 of 22       
Quote: --- Original message by: altis94
omg bigazz ripzzz


AlekosGR
Joined: Aug 13, 2013

ACE Moding Team (Azura Computer Entertainment)


Posted: Mar 12, 2014 11:21 PM    Msg. 12 of 22       
Lol well... I have riped from everywhere ! But that bigass sky... Better than lumoria sky!


altis94
Joined: Oct 5, 2012

Join my Discord https://discord.gg/GDVEaRD


Posted: Mar 12, 2014 11:24 PM    Msg. 13 of 22       


MatthewDratt
Joined: Sep 11, 2010

TAKEDOWN IS OUT MattDratt.com


Posted: Mar 12, 2014 11:40 PM    Msg. 14 of 22       
Quote: --- Original message by: AlekosGR
Lol well... I have riped from everywhere ! But that bigass sky... Better than lumoria sky!


Nothing is better than Lumoria


AlekosGR
Joined: Aug 13, 2013

ACE Moding Team (Azura Computer Entertainment)


Posted: Mar 13, 2014 12:24 AM    Msg. 15 of 22       
Spv3 is


DOOM899
Joined: Jul 23, 2013

{DM} [gamesmaster] if i can ill help maybe


Posted: Mar 13, 2014 03:59 AM    Msg. 16 of 22       
os update Scenery form 32to 62 or 63 if you go up more then this your gunna get lag

Edited by DOOM899 on Mar 13, 2014 at 04:00 AM


altis94
Joined: Oct 5, 2012

Join my Discord https://discord.gg/GDVEaRD


Posted: Mar 13, 2014 09:01 AM    Msg. 17 of 22       
If only someone would count how many objects you can haz with os.


InigoMontoya
Joined: Mar 1, 2014


Posted: Mar 13, 2014 05:01 PM    Msg. 18 of 22       
Acquire 3ds max.

Open your tree's scenery model using the GBXModel importer.

Duplicate the tree 9-10 times, moving it around.

Extend the bottom verts downwards significantly.

Make sure your UVW's are all still good, export the model.

Seal up edges, export the collision. Or create a new collision model that fits the multiple trees.

Place your new multi-tree scenery items.




Doing that you're going to drastically cut down on the lag in your map as well, even though you're rendering the same amount there's less objects to keep track of. Adjust your Render Bounding Radius and Bounding Radius to match the size of your new scenery tags.


Ki11erFTW
Joined: Jul 4, 2009

You've seen nothing yet.


Posted: Mar 13, 2014 05:12 PM    Msg. 19 of 22       
Quote: --- Original message by: InigoMontoya
Acquire 3ds max.

Open your tree's scenery model using the GBXModel importer.

Duplicate the tree 9-10 times, moving it around.

Extend the bottom verts downwards significantly.

Make sure your UVW's are all still good, export the model.

Seal up edges, export the collision. Or create a new collision model that fits the multiple trees.

Place your new multi-tree scenery items.




Doing that you're going to drastically cut down on the lag in your map as well, even though you're rendering the same amount there's less objects to keep track of. Adjust your Render Bounding Radius and Bounding Radius to match the size of your new scenery tags.


Yeah this is ideal for multiplayer maps however it completely messes up AI in SP. I personally just make larger objects not a pathfinding obstacle and place the AI information around it. Normally it won't be noticeable other than the fact that they won't hide behind anything.


AlekosGR
Joined: Aug 13, 2013

ACE Moding Team (Azura Computer Entertainment)


Posted: Mar 14, 2014 12:25 AM    Msg. 20 of 22       
Thanks for the help guys, once again! But I am facing an error. I can't export the collision geometry properly. The model exports just fine, the collision though crashes. What is the key to collision geomtry? To be honest, I don't know what to remove from my model for the collision to work.


altis94
Joined: Oct 5, 2012

Join my Discord https://discord.gg/GDVEaRD


Posted: Mar 14, 2014 02:15 AM    Msg. 21 of 22       
This is what I did with my trees:
model - http://i61.tinypic.com/35bft46.jpg
collision - http://i62.tinypic.com/2zj013n.jpg


AlekosGR
Joined: Aug 13, 2013

ACE Moding Team (Azura Computer Entertainment)


Posted: Mar 14, 2014 04:17 AM    Msg. 22 of 22       
Allright, thanks a lot guys!

 

 
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