Success! Sparky can make his own unique scenery now!

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Altimit01
Eschaton Dev
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Re: Success! Sparky can make his own unique scenery now!

Post by Altimit01 » Sun Jan 24, 2010 4:37 pm

LoDs reduce rendering problems. Unless you plan on only doing low-poly models, you're going to want LoDs.
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Dirk

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

Post by Dirk » Sun Jan 24, 2010 8:37 pm

Sparky wrote: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.
based on the fact that I have experience with rendering speed in the halo engine and you do not, I can say that shaders affect rendering speed of objects MUCH more than the polygon count of said objects.

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

Post by Modzy » Sun Jan 24, 2010 9:12 pm

Complex shaders affect model rendering and performance more than anything.

002
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Re: Success! Sparky can make his own unique scenery now!

Post by 002 » Mon Jan 25, 2010 2:14 pm

Sparky wrote:That means lots of goodies like new animated scenery and machine tags
Isn't Guerilla a fun program?

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

Post by CookieMonster » Mon Jan 25, 2010 2:54 pm

HAHA CANNOT WAIT EH SPARKS ALOT WHEN YOUR GALAXY WARS MOD COMES OUT! WOOH :mrgreen:

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

Post by Amy » Mon Jan 25, 2010 3:08 pm

omg i thought that was Moxus for a moment.


Get a new Avi...
MGM Sig
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2310
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Re: Success! Sparky can make his own unique scenery now!

Post by 2310 » Fri Jan 29, 2010 6:42 pm

Hi Sparky, can you make a biped model? I want a Rebuild-type Ramiel for my next mod. It should be flying, and slightly larger than a Hunter.

http://wiki.evageeks.org/Ramiel

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

Post by Sparky » Tue Feb 02, 2010 11:21 am

That thing is like a pipe dream, but ok if that's what you want... a shiny, blue octahedron, is it? That flies?
Either you are groping for answers, or you are asking God and listening to Jesus.

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

Post by Dirk Gently » Tue Feb 02, 2010 12:58 pm

Sparky wrote:That thing is like a pipe dream, but ok if that's what you want... a shiny, blue octahedron, is it? That flies?
I am actually with sparky on that one, why do you want a flying octohedron? Make on in wings, inject into banshee, paintbucket banshee skin, rinse and repeat.

2310
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Re: Success! Sparky can make his own unique scenery now!

Post by 2310 » Wed Feb 03, 2010 12:56 pm

Dirk Gently wrote:
Sparky wrote:That thing is like a pipe dream, but ok if that's what you want... a shiny, blue octahedron, is it? That flies?
I am actually with sparky on that one, why do you want a flying octohedron? Make on in wings, inject into banshee, paintbucket banshee skin, rinse and repeat.
Sparky: Yep, that's the idea. Something like a Sentinel that's a shiny octohedron.

Dirk: It's for an AI Eva mod that would recreate the epic battle to defeat Ramiel. Read original link to wiki to learn more. Hence I can't remake a Banshee, cuz it's not a vehicle. I could try to remake a Sentinel from the incy, but I'm trying to fix my bitmap imports & I'm still learning how to remodel stuff. Since Sparky's experienced I'm hoping he could help.

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