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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »[release] Optimal scenery Data files

Author Topic: [release] Optimal scenery Data files (6 messages, Page 1 of 1)
Moderators: Dennis

Halonimator
Joined: Dec 15, 2014


Posted: May 13, 2016 03:32 PM    Msg. 1 of 6       
The files needed to learn how gbx model optimizations work in Halo.







Link:
https://drive.google.com/file/d/0Bz2XvtoGwCgqcS10VkpIYi0wN0E/view?usp=sharing

Also you can optimize models with skin and animations...
Edited by Halonimator on May 13, 2016 at 03:42 PM


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: May 13, 2016 03:51 PM    Msg. 2 of 6       
I might be misunderstanding, but are you talking about using LODs in Halo?

You can just create spheres in 3ds and export them to the game to see how distances affect what is visible. Moses had a method of creating spheres in 3ds and calculating the distance before any LOD models will change ingame.


Mootjuh
Joined: Mar 12, 2008

Hilariously derailing oneliner


Posted: May 13, 2016 05:32 PM    Msg. 3 of 6       
Which btw, LoDs are determined in the gbxmodel.


MosesofEgypt
Joined: Apr 3, 2013


Posted: May 15, 2016 02:47 AM    Msg. 4 of 6       
My method.
http://forum.halomaps.org/index.cfm%3Fpage=topic&topicID=46165


altis94
Joined: Oct 5, 2012

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


Posted: May 15, 2016 06:16 AM    Msg. 5 of 6       
Quote: --- Original message by: Deacialy
Yeah but not doing LODs is so much easier.


thread 0

me 1

Not making a map is even easier

you 1

me 69


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: May 15, 2016 06:04 PM    Msg. 6 of 6       
Quote: --- Original message by: sparky
People should use Levels of Detail more.


I love the process of creating LODs. It's all about optimizing your map and making sure it runs as smoothly as possible.

 

 
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