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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »Maximum scenery objects for single player

Author Topic: Maximum scenery objects for single player (20 messages, Page 1 of 1)
Moderators: Dennis

Halonimator
Joined: Dec 15, 2014

https://imgur.com/ZBjOJ4L


Posted: Mar 26, 2016 09:01 PM    Msg. 1 of 20       
what's the maximum scenery objects?

Im making a warthog run where a place is destroying.


A Juicy Frank
Joined: Oct 28, 2013


Posted: Mar 27, 2016 02:40 AM    Msg. 2 of 20       
Number of scenery instances? alot. Got tired of clicking add in guerilla after 1231 blocks. It's probably like 2048 max or something. No idea if there's a limit on how many can be drawn on screen at once, even if they happen to be all of 6 faces or not.



Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Mar 27, 2016 05:24 AM    Msg. 3 of 20       
I'd like to point out that if you are curious about a particular topic or feature do try and test whatever you hold your suspicions for, yourself before taking up the time of other users.

It just seems silly to ask a question which you could easily debug on your own without the aid of another.

That is unless you lack modding accomplishment.

In which case. k.


Ki11erFTW
Joined: Jul 4, 2009

You've seen nothing yet.


Posted: Mar 27, 2016 12:55 PM    Msg. 4 of 20       
I don't know about vanilla but with OS I can place an obscene amount of scenery without hitting any kind of limit. However flickering will eventually begin.


Dennis

Joined: Jan 27, 2005

"We are made of starstuff.” ― Carl Sagan


Posted: Mar 27, 2016 05:39 PM    Msg. 5 of 20       
Quote: --- Original message by: Super Flanker
I'd like to point out that if you are curious about a particular topic or feature do try and test whatever you hold your suspicions for, yourself before taking up the time of other users.

It just seems silly to ask a question which you could easily debug on your own without the aid of another.

That is unless you lack modding accomplishment.

In which case. k.
basically what he is saying is there there is no benefit to crowd source knowledge. Find it out on your own.

I tend to disagree but whatever.


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Mar 27, 2016 06:19 PM    Msg. 6 of 20       
Quote: --- Original message by: Dennis
Quote: --- Original message by: Super Flanker
I'd like to point out that if you are curious about a particular topic or feature do try and test whatever you hold your suspicions for, yourself before taking up the time of other users.

It just seems silly to ask a question which you could easily debug on your own without the aid of another.

That is unless you lack modding accomplishment.

In which case. k.
basically what he is saying is there there is no benefit to crowd source knowledge. Find it out on your own.

I tend to disagree but whatever.


Dennis sir I must proclaim your words towards me bring me distain!

To clarify let me just say testing your self against this topic is complicated, but do not dismay.

Simply duplicate an object a bunch of times and once you have reached the rendering peak report back here with your finds!


MatthewDratt
Joined: Sep 11, 2010

Newly redesigned MattDratt.com


Posted: Mar 27, 2016 07:33 PM    Msg. 7 of 20       
Quote: --- Original message by: A Juicy Frank
Number of scenery instances? alot. Got tired of clicking add in guerilla after 1231 blocks. It's probably like 2048 max or something. No idea if there's a limit on how many can be drawn on screen at once, even if they happen to be all of 6 faces or not.

http://i.imgur.com/XFvV7MS.png


Yeah its roughly 2,000. I hit the limit in Takedown: Extermination


Halonimator
Joined: Dec 15, 2014

https://imgur.com/ZBjOJ4L


Posted: Mar 27, 2016 08:39 PM    Msg. 8 of 20       
Quote: --- Original message by: MatthewDratt
Quote: --- Original message by: A Juicy Frank
Number of scenery instances? alot. Got tired of clicking add in guerilla after 1231 blocks. It's probably like 2048 max or something. No idea if there's a limit on how many can be drawn on screen at once, even if they happen to be all of 6 faces or not.

http://i.imgur.com/XFvV7MS.png


Yeah its roughly 2,000. I hit the limit in Takedown: Extermination


why the use of to many scenerys?


MatthewDratt
Joined: Sep 11, 2010

Newly redesigned MattDratt.com


Posted: Mar 27, 2016 09:50 PM    Msg. 9 of 20       
Quote: --- Original message by: Halonimator
Quote: --- Original message by: MatthewDratt
Quote: --- Original message by: A Juicy Frank
Number of scenery instances? alot. Got tired of clicking add in guerilla after 1231 blocks. It's probably like 2048 max or something. No idea if there's a limit on how many can be drawn on screen at once, even if they happen to be all of 6 faces or not.

http://i.imgur.com/XFvV7MS.png


Yeah its roughly 2,000. I hit the limit in Takedown: Extermination


why the use of to many scenerys?


big map yo


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Mar 28, 2016 03:20 AM    Msg. 10 of 20       
Quote: --- Original message by: MatthewDratt
Quote: --- Original message by: Halonimator
Quote: --- Original message by: MatthewDratt
Quote: --- Original message by: A Juicy Frank
Number of scenery instances? alot. Got tired of clicking add in guerilla after 1231 blocks. It's probably like 2048 max or something. No idea if there's a limit on how many can be drawn on screen at once, even if they happen to be all of 6 faces or not.

http://i.imgur.com/XFvV7MS.png


Yeah its roughly 2,000. I hit the limit in Takedown: Extermination


why the use of to many scenerys?


big map yo


Big maps they are the trend today! Those smaller ones they can be so passé.


Mootjuh
Joined: Mar 12, 2008

Hilariously derailing oneliner


Posted: Mar 28, 2016 04:43 AM    Msg. 11 of 20       
Note the amount of scenery objects that can be rendered at once is probably lower than the amount of scenery objects that can be placed on the map as a whole.


SBB_Michelle
Joined: Nov 4, 2015

Floof


Posted: Mar 28, 2016 11:29 AM    Msg. 12 of 20       
Default CE can render 256 objects at once, hac2 can render 1024 and opensauce too I think.


MatthewDratt
Joined: Sep 11, 2010

Newly redesigned MattDratt.com


Posted: Mar 28, 2016 11:32 AM    Msg. 13 of 20       
Quote: --- Original message by: Super Flanker
Quote: --- Original message by: MatthewDratt
Quote: --- Original message by: Halonimator
Quote: --- Original message by: MatthewDratt
Quote: --- Original message by: A Juicy Frank
Number of scenery instances? alot. Got tired of clicking add in guerilla after 1231 blocks. It's probably like 2048 max or something. No idea if there's a limit on how many can be drawn on screen at once, even if they happen to be all of 6 faces or not.

http://i.imgur.com/XFvV7MS.png


Yeah its roughly 2,000. I hit the limit in Takedown: Extermination


why the use of to many scenerys?


big map yo


Big maps they are the trend today! Those smaller ones they can be so passé.


By big I mean long. The general views are pretty small but there is a lot of BSP.


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Mar 28, 2016 11:44 AM    Msg. 14 of 20       
Quote: --- Original message by: MatthewDratt
Quote: --- Original message by: Super Flanker
Quote: --- Original message by: MatthewDratt
Quote: --- Original message by: Halonimator
Quote: --- Original message by: MatthewDratt
Quote: --- Original message by: A Juicy Frank
Number of scenery instances? alot. Got tired of clicking add in guerilla after 1231 blocks. It's probably like 2048 max or something. No idea if there's a limit on how many can be drawn on screen at once, even if they happen to be all of 6 faces or not.

http://i.imgur.com/XFvV7MS.png


Yeah its roughly 2,000. I hit the limit in Takedown: Extermination


why the use of to many scenerys?


big map yo


Big maps they are the trend today! Those smaller ones they can be so passé.


By big I mean long. The general views are pretty small but there is a lot of BSP.


Its good to be big and greater to be long for it gives a good impression, ask tark he cannot be wrong.


OpsY
Joined: Feb 19, 2007

Frobisher Bay


Posted: Mar 28, 2016 11:03 PM    Msg. 15 of 20       
I've hit that limit many times... I eventually just merged a bunch of objects together (For example, decorations in a room) into a single Scenery tag. Ended up being less demanding on resources.


Jobalisk
Joined: Feb 8, 2014

The haiku master。


Posted: Mar 31, 2016 02:54 PM    Msg. 16 of 20       
trouble is, you place too much in one BSP and while everything is still there not everything is visible all at once.


sparky
Joined: Jun 27, 2009

Fools deceive, but knowledge of Jesus is life.


Posted: Apr 1, 2016 01:40 PM    Msg. 17 of 20       
I posted limits in the past. I'll try to dig them up.

It is a juggling act between the terrain geometry, forming scenery and machines (like doors and elevators) to function within a specific area of that geometry (like a room, or a wall doorway entrance), and the numbers of duplicate instances of a kind of scenery.

Basically, I recommend using a cyborg biped model as a reference size, making the level's terrain geometry first, then making the customized scenery and machines like doors specifically designed to fit the scale of that level, and then making or scaling existing scenery models to fit within your level. It's more work, but it lets you be more novel with everything.

---

Was in the Zeus Releases Countdown thread:

Quote: Maximum values for .scenario and .scenario_structure_bsp tag reflexives

Values greater than 32768 are probably the maximum 32-bit signed integer value (over 2 billion) or otherwise the file size limitation of a 32-bit operating system or however much available memory your computer has. These values are listed as "n/a".

SBSP

collision materials: 512
collision bsp: 1
- bsp3d nodes: n/a (>68,000)
- planes: n/a
- leaves: n/a
- bsp2d references: n/a
- bsp2d nodes: n/a
- surfaces: n/a
- edges: n/a (>86,000)
- vertices: n/a
nodes: n/a
leaves: n/a
leaf surfaces: n/a
surfaces: n/a
lightmaps: 128
- materials: 2048
lens flares: 256
lens flare markers: n/a
clusters: 8192
- predicted resources: 1024
- subclusters: 8192
-- surface indices: 128
- surface indices: 32768
- mirrors: 16
-- vertices: 512
- portals: 128
cluster portals: 512
- vertices: 128
breakable surfaces: 256
fog planes: 32
- vertices: 4096
fog regions: 32
fog palette: 32
weather palette: 32
weather polyhedra: 32
- planes: 16
pathfinding surfaces: n/a
pathfinding edges: n/a
background sound palette: 64
sound environment palette: 64
markers: 1024
detail objects: 1
- cells: n/a
- instances: n/a
- counts: n/a
- z reference vectors: n/a
runtime decals: 6144
leaf map leaves: n/a
- faces: 256
-- vertices: 64
- portal indices: 256
leaf map portals: n/a (>84,000)
- vertices: 64

SCNR

skies: 8
child scenarios: 16
predicted resources: 1024
functions: 32
comments: 1024
object names: 512
scenery: 2000
scenery palette: 100
bipeds: 128
biped palette: 100
vehicles: 80
vehicle palette: 100
equipment: 256
equipment palette: 100
weapons: 128
weapon palette: 100
device groups: 128
machines: 400
machine palette: 100
controls: 100
control palette: 100
light fixtures: 500
light fixtures palette: 100
sound scenery: 256
sound scenery palette: 100
player starting profile: 256
player starting locations: 256
trigger volumes: 256
recorded animations: 1024
netgame flags: 200
netgame equipment: 200
starting equipment: 200
bsp switch trigger volumes: 256
decals: n/a
decal palette: 128
detail object collection: 32
actor palette: 64
encounters: 128
- squads: 64
-- move positions: 32
-- starting locations: 32
- platoons: 32
- firing positions: 512
- player starting locations: 256
command lists: 256
- commands: 64
- points: 64
ai animation references: 128
ai script references: 128
ai recording references: 128
ai conversations: 128
- participants: 8
- lines: 32
scripts: 512
globals: 128
references: 256
source files: 8
cutscene flags: 512
cutscene camera points: 512
cutscene titles: 64
structure bsps: 16

Edited by sparky on Apr 1, 2016 at 01:47 PM


DOOM899
Joined: Jul 23, 2013

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


Posted: Apr 2, 2016 06:43 PM    Msg. 18 of 20       
Quote: --- Original message by: Jobalisk
trouble is, you place too much in one BSP and while everything is still there not everything is visible all at once.
that's why you use OS


A Juicy Frank
Joined: Oct 28, 2013


Posted: Apr 6, 2016 06:58 PM    Msg. 19 of 20       
Quote: --- Original message by: sparky
Maximum values for .scenario and .scenario_structure_bsp tag reflexives

...
globals: 128
...


Appreciate all of that sparky, that'll be useful for a lot of people. Not too long ago I wrote a script to track the value change in the player's z position in order to fine tune the gravity and jump velocity for double game speed. Like an idiot, I wrote the entire thing with over 200 global variables before ever compiling it. Managed to rewrite the thing to use just over 100, but I should've figured there would be a limit. That was fun. If anyone's interested, compile your map with gravity scale at 0.25495, and set your biped's jump velocity to 0.035. That's as close as I was willing to try to get.
Edited by A Juicy Frank on Apr 6, 2016 at 07:01 PM


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Apr 6, 2016 07:37 PM    Msg. 20 of 20       
Would love it if we could get our hands on a foot print manager which could calculate the amount of a memory a specific feature such as a texture or animation is using ingame.

 

 
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