Success! Sparky can make his own unique scenery now!

Everything about HD, MD, and their mods.

Moderator: Halo Moderators

Sparky
Delta Force
Posts: 4194
Joined: Wed Mar 31, 2004 8:59 pm
Location: New Jersey, USA
Contact:

Success! Sparky can make his own unique scenery now!

Post by Sparky » Sat Jan 23, 2010 10:20 pm

That means lots of goodies like new animated scenery and machine tags :D
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
:mrgreen: :mrgreen: :mrgreen: :mrgreen: :mrgreen:
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.
Either you are groping for answers, or you are asking God and listening to Jesus.

RXA
Operative
Posts: 200
Joined: Wed Jul 22, 2009 8:51 pm

Re: Success! Sparky can make his own unique scenery now!

Post by RXA » Sat Jan 23, 2010 10:48 pm

Wow, elevators?! Damn, that's cool! :D

Smythe
Commando
Posts: 2429
Joined: Tue Dec 25, 2007 12:52 am
Location: 'Straya Mate

Re: Success! Sparky can make his own unique scenery now!

Post by Smythe » Sun Jan 24, 2010 2:23 am

Sparky wrote:Just get me the specs for them and I'll bake them for you.
K i want a cookie.
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....
Image

Amy
Green Beret
Posts: 3628
Joined: Mon Nov 17, 2008 6:22 pm
Location: Mota-Lev's house.
Contact:

Re: Success! Sparky can make his own unique scenery now!

Post by Amy » Sun Jan 24, 2010 5:09 am

Sparky wrote:That means lots of goodies like new animated scenery and machine tags :D
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
:mrgreen: :mrgreen: :mrgreen: :mrgreen: :mrgreen:
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.
i had to quote the entire thing to read it again....

OMFG AWESOME!! EXPECT ALOT OF PMs FROM MEH!
MGM Sig
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 :/.

Dirk

Re: Success! Sparky can make his own unique scenery now!

Post by Dirk » Sun Jan 24, 2010 8:01 am

I am sorry, but this is monumental and new how exactly?

Pakar45
Veteran
Posts: 332
Joined: Mon Jul 14, 2008 3:15 pm
Location: At my computer modeling various things in 3ds Max.
Contact:

Re: Success! Sparky can make his own unique scenery now!

Post by Pakar45 » Sun Jan 24, 2010 8:03 am

Lots of people have already done this,but congradulations :|
Image
Image

Sparky
Delta Force
Posts: 4194
Joined: Wed Mar 31, 2004 8:59 pm
Location: New Jersey, USA
Contact:

Re: Success! Sparky can make his own unique scenery now!

Post by Sparky » Sun Jan 24, 2010 8:03 am

olly12345 wrote:
Sparky wrote:Just get me the specs for them and I'll bake them for you.
K i want a cookie.
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....
Ok, as soon as I'm finished with my animated asteroids for Galaxy Wars.
Either you are groping for answers, or you are asking God and listening to Jesus.

Pakar45
Veteran
Posts: 332
Joined: Mon Jul 14, 2008 3:15 pm
Location: At my computer modeling various things in 3ds Max.
Contact:

Re: Success! Sparky can make his own unique scenery now!

Post by Pakar45 » Sun Jan 24, 2010 9:00 am

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.
Image
Image

Zanghfei
Ranger
Posts: 1590
Joined: Tue Jul 01, 2008 1:52 pm

Re: Success! Sparky can make his own unique scenery now!

Post by Zanghfei » Sun Jan 24, 2010 9:33 am

ManHoly

What application? thx.

Amy
Green Beret
Posts: 3628
Joined: Mon Nov 17, 2008 6:22 pm
Location: Mota-Lev's house.
Contact:

Re: Success! Sparky can make his own unique scenery now!

Post by Amy » Sun Jan 24, 2010 9:35 am

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...
MGM Sig
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 :/.

Noodle
Delta Force
Posts: 4763
Joined: Wed Aug 29, 2007 7:11 pm

Re: Success! Sparky can make his own unique scenery now!

Post by Noodle » Sun Jan 24, 2010 9:49 am

Ah hah.. looks like Amy's face will asplode now.

Good on ye, spark.
Last edited by Noodle on Sun Jan 24, 2010 1:27 pm, edited 1 time in total.

Sparky
Delta Force
Posts: 4194
Joined: Wed Mar 31, 2004 8:59 pm
Location: New Jersey, USA
Contact:

Re: Success! Sparky can make his own unique scenery now!

Post by Sparky » Sun Jan 24, 2010 10:48 am

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.
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. :D
Either you are groping for answers, or you are asking God and listening to Jesus.

Dirk Gently
Commando
Posts: 2047
Joined: Sun Oct 21, 2007 2:34 pm
Location: 3C0E9056
Contact:

Re: Success! Sparky can make his own unique scenery now!

Post by Dirk Gently » Sun Jan 24, 2010 10:50 am

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.

modfox
Peon
Posts: 88
Joined: Mon Nov 05, 2007 3:44 pm

Re: Success! Sparky can make his own unique scenery now!

Post by modfox » Sun Jan 24, 2010 1:00 pm

That thing is absolutely hideous.

Sparky
Delta Force
Posts: 4194
Joined: Wed Mar 31, 2004 8:59 pm
Location: New Jersey, USA
Contact:

Re: Success! Sparky can make his own unique scenery now!

Post by Sparky » Sun Jan 24, 2010 2:00 pm

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.
...
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.
Conclusion: The LODs and bounding radii affect rendering speed.
Either you are groping for answers, or you are asking God and listening to Jesus.

Post Reply

Who is online

Users browsing this forum: No registered users and 246 guests