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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »Scaffolding for one of my maps.

Author Topic: Scaffolding for one of my maps. (30 messages, Page 1 of 1)
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eliteslasher
Joined: Jun 30, 2008

Crysis 3!!!!!!! All I have to say. :D


Posted: Nov 14, 2009 02:16 AM    Msg. 1 of 30       
Video: http://www.xfire.com/video/1848cf/

Pics:






Sorry you can't see the detail in the vid, but my question is on the design. I made this a little after i released my first of this map.

http://forum.halomaps.org/index.cfm?page=topic&topicID=29563

As you see, i noted addressing the seam issue and it has been done so ignore that issue.


Advancebo
Joined: Jan 14, 2008


Posted: Nov 14, 2009 02:19 AM    Msg. 2 of 30       
Looks ok. Poly count?


eliteslasher
Joined: Jun 30, 2008

Crysis 3!!!!!!! All I have to say. :D


Posted: Nov 14, 2009 02:27 AM    Msg. 3 of 30       
Probably too much. I was considdering reducing it. 948 KB is size of file.

Yup just looked. It's 4788 for count.

I think it may be necessary to bring it down.
Edited by eliteslasher on Nov 14, 2009 at 02:44 AM


p0lar_bear
Joined: Jan 6, 2007

Hudduh hudduh hoshi-


Posted: Nov 14, 2009 05:17 AM    Msg. 4 of 30       
Is it a scenery object or is it part of your level geometry?

If scenery, just make some LOD models for it.
Edited by p0lar_bear on Nov 14, 2009 at 05:18 AM


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Nov 14, 2009 08:15 AM    Msg. 5 of 30       
Unless your trying to make it look like logs in a forest or something, regular scaffolding nowadays uses metal bars and platforms.


wesman
Joined: Mar 18, 2008

no your a freezer


Posted: Nov 14, 2009 09:51 AM    Msg. 6 of 30       
I would just use flat wooden planks, no need to use round logs.


eliteslasher
Joined: Jun 30, 2008

Crysis 3!!!!!!! All I have to say. :D


Posted: Nov 14, 2009 11:03 AM    Msg. 7 of 30       
Quote: --- Original message by: wesman
I would just use flat wooden planks, no need to use round logs.


Sounds good. I just wanted them to have some difference in them and make them look old. Should I maybe also make the side cross supports plank-like?

I was considering having the scenery be destructible but am not sure if that is the best idea since I want the scaffolding to enhance gameplay.


pakar45
Joined: Sep 21, 2008

Hi


Posted: Nov 14, 2009 11:50 AM    Msg. 8 of 30       
Hey, will this piece of scenery be released? It looks nice, and I don't care if it's highpoly or not either xD.


Dwood
Joined: Oct 23, 2007

Judge Ye Therefore


Posted: Nov 14, 2009 11:55 AM    Msg. 9 of 30       
I like them round.


Koo294
Joined: Nov 30, 2008

How is she when she doesn't surf?


Posted: Nov 14, 2009 11:56 AM    Msg. 10 of 30       
i agree. makes them look jungley


eliteslasher
Joined: Jun 30, 2008

Crysis 3!!!!!!! All I have to say. :D


Posted: Nov 14, 2009 12:21 PM    Msg. 11 of 30       
If you want it released I don't mind doing so. But i would put it on filefront to make sure everyone likes it first before i put it on here at halomaps. When you actually play with it you may find things that would be good to be changed but i will put it on filefront for you to try out.

Keep in mind though the wood texture sucks so I would recommend using perhaps one of your own unless anyone has a good aged wood texture they would like to give me to improve it.

Oh, and this is a themed scenery so it sort of will be going into the folder i used for the map it is going to be in unless you want to redirect all the shaders, collision, etc... to your scenery folder. Just figured I'd let you know.


UnevenElefant5
Joined: May 3, 2008

she/her this fag bashes back


Posted: Nov 14, 2009 12:28 PM    Msg. 12 of 30       
If it were me, I would mix it up, make the actual walking surfaces planks, but keep the main poles holding it up as logs.


eliteslasher
Joined: Jun 30, 2008

Crysis 3!!!!!!! All I have to say. :D


Posted: Nov 14, 2009 12:34 PM    Msg. 13 of 30       
Quote: --- Original message by: UnevenElefant5
If it were me, I would mix it up, make the actual walking surfaces planks, but keep the main poles holding it up as logs.


I think that was where wesman was trying to go too. I think I'll keep it in consideration. Maybe a vote for design is in order here.

Flat or round planks guys? Which do you prefer?

Looking at previous posts it looks like 2 for flat and 1 for round so far.


pakar45
Joined: Sep 21, 2008

Hi


Posted: Nov 14, 2009 12:47 PM    Msg. 14 of 30       
Round logs NAO.

and upload now plz, I would like to test collision and how the cyborg walks on it, so plz upload it now..


eliteslasher
Joined: Jun 30, 2008

Crysis 3!!!!!!! All I have to say. :D


Posted: Nov 14, 2009 12:52 PM    Msg. 15 of 30       
If anyone wants to test it as is, here it is, but i warn you again, texture sucks.

http://www.filefront.com/14923061/temple_riot.zip/

Extract directly to tags.

There shouldn't be problems with it but if a tag is missing just let me know.

Will probably be removing later when a decision has been made on whether or not to change.
Edited by eliteslasher on Nov 14, 2009 at 01:24 PM


pakar45
Joined: Sep 21, 2008

Hi


Posted: Nov 14, 2009 01:26 PM    Msg. 16 of 30       
I like it a lot,only thing that should be edited is texture (lol)and the climable surfaces


sleepy1212
Joined: Feb 4, 2009

sunnier than you www.quantumfusionclan.com


Posted: Nov 14, 2009 02:29 PM    Msg. 17 of 30       
Quote: --- Original message by: eliteslasher.

Flat or round planks guys? Which do you prefer?


Round posts and ladder sides and try to use 6-8 sided cylinders...5000 is way too high for this model when you could probably do it with a third.

flat planks for the cross members, on top, and steps on the ladder.

i also suggest making a second set of scaffolding half as high as this one..you could easily do it by delete/welding some parts from the first.


good looking model btw, i can give you an aged wood texture i have later today when i'm on my computer

E: texture: http://www.4shared.com/file/152299660/73e6fcda/distressed_wood.html

Edited by sleepy1212 on Nov 14, 2009 at 06:03 PM


eliteslasher
Joined: Jun 30, 2008

Crysis 3!!!!!!! All I have to say. :D


Posted: Nov 15, 2009 12:16 PM    Msg. 18 of 30       
The 5000 pollys is because the logs are broken into 5 segments so that they can look not so perfect. They actually are only 6 sided logs it's just because of the 5 segments. When I go with flat planks, however, I believe that I will just make like two segments so i can still make them look old and slightly warped.

Also I actually had the same Idea to make scaffolding at a second level when I started but I decided to make sure people even liked the design before I continued.
Edited by eliteslasher on Nov 15, 2009 at 12:16 PM


UnevenElefant5
Joined: May 3, 2008

she/her this fag bashes back


Posted: Nov 15, 2009 12:20 PM    Msg. 19 of 30       
You could probably get the same effect with only 3 segments.


Advancebo
Joined: Jan 14, 2008


Posted: Nov 15, 2009 12:27 PM    Msg. 20 of 30       
Quote: --- Original message by: UnevenElefant5
You could probably get the same effect with only 3 segments.


Height Segments, or Sides?


eliteslasher
Joined: Jun 30, 2008

Crysis 3!!!!!!! All I have to say. :D


Posted: Nov 15, 2009 12:33 PM    Msg. 21 of 30       
Quote: --- Original message by: UnevenElefant5
You could probably get the same effect with only 3 segments.


I think I will do that.


Slayer117
Joined: Oct 3, 2008

Host of CE3 2010-forever!


Posted: Nov 15, 2009 12:48 PM    Msg. 22 of 30       
:( we can never have high polly maps any more. Why cant we just have a few maps w/ some high polly. and dont say it dosnt work in game cause it does. high polly makes things look more realistic and less blocky.


Koo294
Joined: Nov 30, 2008

How is she when she doesn't surf?


Posted: Nov 15, 2009 12:50 PM    Msg. 23 of 30       
most of my vehicles which nobody ever sees are about 4000 tris, and they don't cause any lag at all.


Slayer117
Joined: Oct 3, 2008

Host of CE3 2010-forever!


Posted: Nov 15, 2009 12:51 PM    Msg. 24 of 30       
exactly so come on guys lets have some high polly stuff in a map just this once.


Advancebo
Joined: Jan 14, 2008


Posted: Nov 15, 2009 12:52 PM    Msg. 25 of 30       
Quote: --- Original message by: Koo294
most of my vehicles which nobody ever sees are about 4000 tris, and they don't cause any lag at all.


Triangles, and the guy said 5000 polys. Which basically, is 10000 triangles.


Koo294
Joined: Nov 30, 2008

How is she when she doesn't surf?


Posted: Nov 15, 2009 12:54 PM    Msg. 26 of 30       
eh, still, that's 2 of my vehicles. Doesn't make any more lag. a spartan is 2000 tris. 10 spartans never cause lag. as long as he only has one or two, it's fine.


eliteslasher
Joined: Jun 30, 2008

Crysis 3!!!!!!! All I have to say. :D


Posted: Nov 15, 2009 12:59 PM    Msg. 27 of 30       
That's because it is the same tag.
I must agree with Advancebo. Also, remember, there is a limit to the amount of tag space apart from the BSP. The smaller I can get the file overall, the better shape I will be in as far as how many tags I can put in the map. Remember, we aren't working with the greatest game engine here.


UnevenElefant5
Joined: May 3, 2008

she/her this fag bashes back


Posted: Nov 15, 2009 01:00 PM    Msg. 28 of 30       
Quote: --- Original message by: Advancebo
Quote: --- Original message by: UnevenElefant5
You could probably get the same effect with only 3 segments.


Height Segments, or Sides?

Height


Advancebo
Joined: Jan 14, 2008


Posted: Nov 15, 2009 01:04 PM    Msg. 29 of 30       
Quote: --- Original message by: Koo294
eh, still, that's 2 of my vehicles. Doesn't make any more lag. a spartan is 2000 tris. 10 spartans never cause lag. as long as he only has one or two, it's fine.


Theres a difference. Since the cyborg is lower poly, you can have more of them. Since the scaffolding is already 10000 triangles, its 2x higher poly than Bloodgulch, which is 5503 triangles. So just placing 2 scaffoldings would already be 4x the triangles of Bloodgulch.

4 player game = 8000 triangles
bloodgulch = 5000 triangles
2 scaffoldings for each side = 20000 triangles
all the other vehicles, scenery, weapons, and sky = 10000+ triangles
total = 43000+ triangles.


sleepy1212
Joined: Feb 4, 2009

sunnier than you www.quantumfusionclan.com


Posted: Nov 15, 2009 07:07 PM    Msg. 30 of 30       
meh, i have a bsp that's over 50,000 and it runs fine with up to 10 players (most i've had on beta test) of course it's portalled very well :smug:

 

 
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