Quote: --- Original message by: Erutypus
So, is the poly count in a HCE map only limited how many polys are viable on screen at the time you are viewing them (i.e. 42 polys per section)? Are the polys in the other sections that are not being viewed at that time don't count depending on where your at? If it is so then, I would like to add more sections later on. If not then I got to make some more changes to make. Well, all three sections add up to 135066 polys. Its a little over 45K each section, so I got to cut out some more polys here and there.
Vanilla Halo, with no enhancements, can render approximately 16k triangles at a time. With HAC2, that number is doubled to 32k. OpenSauce is in the middle at 24k.
You would separate each "section" into an individual BSP section, and then find a way to load them with two bay doors or something else. That's about how ODST did it, but you definitely cannot combine all of the sections together into a single BSP structure. You would need to make one for each section, and then use (switch_bsp) or a BSP switching Trigger Volume to make the swap.
What that 24k/32k limit means is level portalling. Are you familiar with +portal and +exactportal? You're gonna be soon. They're planes that divide open sections of the map. The areas the player aren't in are culled and don't render, which let's Halo better decide how to get the total number of polys from 42k down to either 24k or 32k. OpenSauce has a lot of other enhancements for Single Player. IDK if HAC2 even works anymore, I've always detested it.
You won't get these BSPs rendering in Vanilla stock Halo, 16K just isn't enough, if you divide the level into too many sections the engine will cull areas that are in plain view. Realistically you should be splitting a level down based on level geometry into about 4-5 areas. If you want help in this, let me know. there is NO documentation that properly explains how to do these; everything you find will say to make a grid and extrude it past the sky. This is rubbish, it works about as well as it sounds it would work. From what I've gathered, BSP Portalling was designed to enhance rendering performance. Helping bypass rendering limits is a nice side effect.
There's a ton of subtle rules to portals. A single plane can't bisect multiple open areas, portals and exact portals ar I've been figuring a lot of these out.
DeadHamster #8410
on Discord. Happy to provide assistance.
Edited by DeadHamster on Mar 14, 2019 at 06:09 PMEdit:
After double checking my geometry I want to correct;
The ODST BSP got down to about 39K Polys, not 42k. I use over 3K on the tunnels that connect the BSPs. Horribly inefficient I know. But better news for you.
Edited by DeadHamster on Mar 15, 2019 at 05:27 AM