
Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Jun 4, 2015 05:24 AM
Msg. 1 of 18
This topic is meant to serve as a:
"nasty faults/limitations & what I really wish we could have this instant" thread.
Post any of the drawbacks/snags/restrictions which have prevented you from creating your dream map or asset.
Alongside all that is bad, I would like to see what Idea's the community has for upgrades and enhancements in general directed at the HEK and it's subsidiaries.
I'll begin:
The Bad:
> BSP triangle limit is far too low these days! > Model triangle limits are vastly the same too! > .tif only support > engine handled map lighting generation takes too long. > Mp maps are capped at a certain size (200mb?) at to a degree so are Sp > tool errors are in some circumstances far too obscure. > 6 vehicles only > no real support for a multi selection of playable bipeds for MP.
MyWishList
> BSP Render and Collision to be handled separately. > Ability for structures to compile regardless of the amount of open edges and overlapping surfaces located within the model. > Boosted usage for models/textures/scripts > Model viewer / Shader debugger inside 3dsmax or maya. > More than 6 vehicles and 2 types of grenades > Ability to modify everything per users wish. > Support for a tandem shader/particles/cinematic suite. > Allocation for diffuse/specular/normal/gloss/emmisive maps & pbr
Please contribute to the list!
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altis94
Joined: Oct 5, 2012
Join my Discord https://discord.gg/GDVEaRD
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Posted: Jun 4, 2015 05:42 AM
Msg. 2 of 18
I just wish there wasn't 32 mb model data limit.
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NeX
Joined: Apr 11, 2013
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Posted: Jun 4, 2015 07:06 AM
Msg. 3 of 18
I wish there wasn't a particle limit :/ I think it's right around 1000, which eats up pretty quick with explosions and such, let alone with static emitters or weather
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MatthewDratt
Joined: Sep 11, 2010
TAKEDOWN IS OUT MattDratt.com
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Posted: Jun 4, 2015 09:05 AM
Msg. 4 of 18
Crying engine
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PRPatxi
Joined: Oct 30, 2010
Dennis, free me from this suffering
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Posted: Jun 4, 2015 09:40 AM
Msg. 5 of 18
Quote: --- Original message by: Mootjuh
reducrr
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Bungie LLC
Joined: Dec 29, 2013
friendly neighborhood contrarian funposter
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Posted: Jun 4, 2015 12:18 PM
Msg. 6 of 18
Quote: --- Original message by: altis94 I just wish there wasn't 32 mb model data limit. Quote: --- Original message by: NeX I wish there wasn't a particle limit :/ I think it's right around 1000, which eats up pretty quick with explosions and such, let alone with static emitters or weather I'm pretty sure both of you are already aware, but OS helps out on both of those points. I believe model data limit is effectively doubled to 64, and particle limit is increased significantly. I'm not 100% on the exact numbers though, but the answers are probably around here somewhere. Edited by Bungie LLC on Jun 4, 2015 at 12:19 PM
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MatthewDratt
Joined: Sep 11, 2010
TAKEDOWN IS OUT MattDratt.com
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Posted: Jun 4, 2015 12:46 PM
Msg. 7 of 18
Os does not increase the model limit
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Bungie LLC
Joined: Dec 29, 2013
friendly neighborhood contrarian funposter
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Posted: Jun 4, 2015 01:01 PM
Msg. 8 of 18
I'm pretty sure it does. If you fill tutorial with tons of stuff, stock Halo will stop compiling at some point, whereas OS can still compile upwards for a good while. This is all I can find in the latest readme: "Increased hardcoded 'k_runtime_data_max_values_count' to a total of 64 (up from 32)" "Upgraded the max number of particles active/rendered at once" "Upgraded the max number of objects rendered at once" I assume that the "data_max_values_count" increases the limit for a number of different things that were locked at 32, due to stock Halo being on a 32-bit runtime, and they are in turn increased to 64, model count included, which would coincide with my first point. Also, this: https://www.youtube.com/watch?v=TTDaVb19_PQ
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1bobsam1
Joined: Mar 18, 2010
I win. You lose.
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Posted: Jun 4, 2015 02:31 PM
Msg. 9 of 18
OS already does like 70 percent of what you listed...
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renegade343
Joined: Jun 26, 2012
CE3 Stage Modeler, Editor, and Writer
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Posted: Jun 4, 2015 05:31 PM
Msg. 10 of 18
Quote: --- Original message by: 1bobsam1 OS already does like 70 percent of what you listed... ...and they're debating on what that 70% actually includes...
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: Jun 4, 2015 05:45 PM
Msg. 11 of 18
Quote: --- Original message by: SS Flanker Allocation for diffuse/specular/normal/gloss/emmisive maps & pbr
Saw this, laughed, cried a bit inside. No way in hell is CE getting any form of PBR support, not on an engine this old
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DaLode
Joined: Oct 4, 2014
Ho ho hooooly doodle!
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Posted: Jun 4, 2015 06:19 PM
Msg. 12 of 18
I like the blueprints workflow better too.
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EmmanuelCD
Joined: Jan 7, 2015
End my suffering
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Posted: Jun 4, 2015 08:16 PM
Msg. 13 of 18
Time, its the only thing that I need, nothing else
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MatthewDratt
Joined: Sep 11, 2010
TAKEDOWN IS OUT MattDratt.com
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Posted: Jun 4, 2015 09:32 PM
Msg. 14 of 18
Quote: --- Original message by: Bungie LLCI'm pretty sure it does. If you fill tutorial with tons of stuff, stock Halo will stop compiling at some point, whereas OS can still compile upwards for a good while. This is all I can find in the latest readme: "Increased hardcoded 'k_runtime_data_max_values_count' to a total of 64 (up from 32)" "Upgraded the max number of particles active/rendered at once" "Upgraded the max number of objects rendered at once" I assume that the "data_max_values_count" increases the limit for a number of different things that were locked at 32, due to stock Halo being on a 32-bit runtime, and they are in turn increased to 64, model count included, which would coincide with my first point. Also, this: https://www.youtube.com/watch?v=TTDaVb19_PQ It increases on screen limit and tagspace but last I compiled the actual model limit was not increased. Would check now but I'm not at home. Just because you can fill up tutorial past a limit merely could be because of the tagspace increase
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Bungie LLC
Joined: Dec 29, 2013
friendly neighborhood contrarian funposter
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Posted: Jun 4, 2015 11:32 PM
Msg. 15 of 18
That could very well be the case. I'm not entirely sure myself, but I don't think I'm going to go off experimenting just to find out. I do know that most hardcoded "32" limits that were previously assigned in Halo's limitations were brought up due to the max values count increase that OS hacks into the game's runtime.
Beyond all that technical jargon that's not too user friendly, I have no clue. Edited by Bungie LLC on Jun 4, 2015 at 11:32 PM
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altis94
Joined: Oct 5, 2012
Join my Discord https://discord.gg/GDVEaRD
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Posted: Jun 5, 2015 04:08 AM
Msg. 16 of 18
This is what masterz said about it when I asked him: "Yeah no way around it. It's been a thorn in our side as well. I think Kornman tried but the limit is complicated"
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Jun 5, 2015 04:46 AM
Msg. 17 of 18
Quote: --- Original message by: R93_SniperQuote: --- Original message by: SS Flanker Allocation for diffuse/specular/normal/gloss/emmisive maps & pbr
Saw this, laughed, cried a bit inside. No way in hell is CE getting any form of PBR support, not on an engine this old That's why it was in my wish list. Btw I forgot to add in: general in game sound improvements. E.g how the engine handles specific files over others since haloce still cuts out looping tags. Edited by SS Flanker on Jun 5, 2015 at 04:46 AMEdited by SS Flanker on Jun 5, 2015 at 04:47 AM
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Bungie LLC
Joined: Dec 29, 2013
friendly neighborhood contrarian funposter
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Posted: Jun 5, 2015 02:48 PM
Msg. 18 of 18
Quote: --- Original message by: altis94 This is what masterz said about it when I asked him: "Yeah no way around it. It's been a thorn in our side as well. I think Kornman tried but the limit is complicated" Well, there you have it then. I guess we'll have to wait and see if FireyScythe can do anything about it.
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