So guys, let me know if you ever want custom scenery, like walls, bases, doors, elevators, whatever. Just get me the specs for them and I'll bake them for you.Sparky in the tag release thread wrote:Since the Tag Database is now on HDM, I don't see why we can't use that database like the Mod Database and advertise our released tags here.
My first two scenery objects that I made using Halo CE!
Box
Pelican Cage
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Success! Sparky can make his own unique scenery now!
Moderator: Halo Moderators
Success! Sparky can make his own unique scenery now!
That means lots of goodies like new animated scenery and machine tags 
Either you are groping for answers, or you are asking God and listening to Jesus.
Re: Success! Sparky can make his own unique scenery now!
Wow, elevators?! Damn, that's cool! 
Re: Success! Sparky can make his own unique scenery now!
K i want a cookie.Sparky wrote:Just get me the specs for them and I'll bake them for you.
My Cookie has 1.5 Gig of Ram and is running Biscutlinux with a 2Ghz Duel Core intel processor.
All jokes aside i wouldn't mind having the island or bloodgulch as a piece of scenery....

Re: Success! Sparky can make his own unique scenery now!
i had to quote the entire thing to read it again....Sparky wrote:That means lots of goodies like new animated scenery and machine tags
So guys, let me know if you ever want custom scenery, like walls, bases, doors, elevators, whatever. Just get me the specs for them and I'll bake them for you.Sparky in the tag release thread wrote:Since the Tag Database is now on HDM, I don't see why we can't use that database like the Mod Database and advertise our released tags here.
My first two scenery objects that I made using Halo CE!
Box
Pelican Cage
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OMFG AWESOME!! EXPECT ALOT OF PMs FROM MEH!
Mota-Lev wrote:Its like watching an Asian girl crush a cats brain through its eye socket with high heels.. Its horrible but I just can't look away :/.
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Dirk
Re: Success! Sparky can make his own unique scenery now!
I am sorry, but this is monumental and new how exactly?
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Pakar45
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Re: Success! Sparky can make his own unique scenery now!
Lots of people have already done this,but congradulations 
Re: Success! Sparky can make his own unique scenery now!
Ok, as soon as I'm finished with my animated asteroids for Galaxy Wars.olly12345 wrote:K i want a cookie.Sparky wrote:Just get me the specs for them and I'll bake them for you.
My Cookie has 1.5 Gig of Ram and is running Biscutlinux with a 2Ghz Duel Core intel processor.
All jokes aside i wouldn't mind having the island or bloodgulch as a piece of scenery....
Either you are groping for answers, or you are asking God and listening to Jesus.
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Pakar45
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- Joined: Mon Jul 14, 2008 3:15 pm
- Location: At my computer modeling various things in 3ds Max.
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Re: Success! Sparky can make his own unique scenery now!
THe island and bloodgulch would be to big, to put as scenery in a map,you would either have to scale it down,or make a flat plain map that is huge,then convert it,then place the map as a scenery,like beachparty's pit from halomaps.
Re: Success! Sparky can make his own unique scenery now!
ManHoly
What application? thx.
What application? thx.
Re: Success! Sparky can make his own unique scenery now!
Pelican base hurts me. When i shoot at it it bounces like a energy shield....
Also i wan the Island As SCEN more then bloodgulch, so we can make the second BSP a scen, and combine it with first BSP!
also, maybe put bloodgulch out in water or something xD...
Also i wan the Island As SCEN more then bloodgulch, so we can make the second BSP a scen, and combine it with first BSP!
also, maybe put bloodgulch out in water or something xD...
Mota-Lev wrote:Its like watching an Asian girl crush a cats brain through its eye socket with high heels.. Its horrible but I just can't look away :/.
Re: Success! Sparky can make his own unique scenery now!
Ah hah.. looks like Amy's face will asplode now.
Good on ye, spark.
Good on ye, spark.
Last edited by Noodle on Sun Jan 24, 2010 1:27 pm, edited 1 time in total.
Re: Success! Sparky can make his own unique scenery now!
I disagree and will make this anyway. I can set the LODs (levels of detail) for the scenery so that it doesn't slow down the game even if it's humongous.Pakar45 wrote:THe island and bloodgulch would be to big, to put as scenery in a map,you would either have to scale it down,or make a flat plain map that is huge,then convert it,then place the map as a scenery,like beachparty's pit from halomaps.
Either you are groping for answers, or you are asking God and listening to Jesus.
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Dirk Gently
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Re: Success! Sparky can make his own unique scenery now!
The model LOD is not going to slow down the game, rendering the surfaces will. The amount of shader rendering that will have to take place is the problem, not the model size.
Re: Success! Sparky can make his own unique scenery now!
That thing is absolutely hideous.
Re: Success! Sparky can make his own unique scenery now!
According to Chapter 3 in The Black Art of Halo Mods:
...Different levels of details (LODs) are used to increase performance in video games.
When you are far away from an object the game engine will use a lower-detail
object and therefore improve rendering performance. As you get closer to the
object,the game will use more detailed rendering meshes. Unfortunately,this
behavior can cause “popping” issues when the game switches between the model
detail levels. But if the object is complex,the levels of detail may be required. One
example is a forest of trees. If many foreground trees are visible,the trees farther
away do not need to be as detailed because they will be obscured from view.
...If the geometry of your model is too complex,it may contain holes or degenerate
triangles that break the sealed world rules that are required to build a BSP.
Generating a rough hull of the object will make the collision data simpler and
easier to manage. This is why the collision data and model data is split into sepa-
rate parts. For example,the collision model for the Warthog is a much simpler
version of the Warthog itself. The collision model has a reduced polygon count and
it conforms to the sealed object rules. The model itself does not need to conform
to these rules.
If you run into problems with errors,there is a workaround that you can try. Create
a box that is about the same shape as your scenery,rename it collision_model,
delete the actual scenery model in 3ds,apply the collision_modelmaterial to
the new box,and then export. The simple box will work as a collision model and it
will be easier to work with.
Conclusion: The LODs and bounding radii affect rendering speed.The bounding radius is a spherical range around an object. When the sphere is in a
player’s viewing frustum,the object will be drawn.
A size of 30 translates to 3,000 units in 3ds max. This is an extremely high
number and it will cause the object to be rendered when it isn’t near any players—
this can cause a performance reduction.
A good way to gauge this number is to create a sphere at the center point of your
scenery object and change the radius until it encompasses your entire scenery
object. Then take the radius of the sphere and divide it by 100. The resulting
number is the value that you should use in the bounding radius field.
Either you are groping for answers, or you are asking God and listening to Jesus.
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