Halo 2: The Pit

Post here images related to your Halo 2 mod project.

Keep going?

Yeeee, and do more.
16
76%
Yes.
4
19%
No. This could look terrible with blocs and Halo 2's lighting.
0
No votes
No. I wanna steal the glory.
1
5%
 
Total votes: 21

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NotZachary82
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Re: Halo 2: The Pit

Post by NotZachary82 »

Ugh. There's a really big problem right now, and I should have noticed it before, but I did not.

I made a big miscalculation of the number of triangles. What I had thought to be around 8,000 at this time, is really about 18,000. >_>

All this detail on the map just won't work. The walls, alone, are about 400 each (without the support in the back). I'm not even finished with half the map.

Now, I predict about 40,000 triangles, and I'm no expert, but won't that lag, like, tremendously? Containment, the biggest MP map, had ~19,000. ... So ...
  • I finish the map, regardless of the lag.
  • I try to tone down as much detail as possible, making "The Pit" not look like, at all, "The Pit".
  • I move on to an easier project that you all will equally enjoy, or more.
Now, be serious, what should I do?
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XZodia
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Re: Halo 2: The Pit

Post by XZodia »

Have you welded the vertices?
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socrates
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Re: Halo 2: The Pit

Post by socrates »

bumpmaps would suffice for many of the details you are doing correct? or have you already calculated that in...
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NotZachary82
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Re: Halo 2: The Pit

Post by NotZachary82 »

All the vertices have already been welded, and the entire time, I have always considered what detail could be added with bumpmaps, rather than modeling. I've highly considered abandoning this project. It's just not playable in this game.

Or I'm completely wrong and 40,000 triangles wouldn't lag at all. Jackson, speak your advice!
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JacksonCougar
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Re: Halo 2: The Pit

Post by JacksonCougar »

It might, it might not, but I know that you can get your polies down a lot more.
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NotZachary82
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Re: Halo 2: The Pit

Post by NotZachary82 »

Perhaps I should start over ... damn. Or, I let someone else with a better understanding of modeling complete this project.

In the meantime, I'm going to stall this project.
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DemonicSandwich
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Re: Halo 2: The Pit

Post by DemonicSandwich »

Ya know what 40,000 polys is? That's 12 chaingun warthogs at it's maximum LOD.
And mind you, the very small amount of lag that comes from 12 Warthogs is not their mesh, but their material effects. (kicked up dirt, etc.)

Another thing to consider, if that if you inject these models as separate objects, the disappear when you are not looking it their direction. So you won't have every part of the map going Om Nom on your resources.

You should show us a wireframe snapshot so that we could give some advice on what polys you can do without.
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NotZachary82
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Re: Halo 2: The Pit

Post by NotZachary82 »

Really? Wow. What the hell. I'm ranting about nothing. I thought 40,000 triangles would lag the shit out of an Xbox. And, I do plan on spawning everything as separate objects, so that makes me feel a lot better.

...

Is it too late to turn my complaining into an April Fool's joke? Heh. Thanks admins. Project continued ...
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NotZachary82
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Re: Halo 2: The Pit

Post by NotZachary82 »

k, back to tis.

Image
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Zieon Eslador
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Re: Halo 2: The Pit

Post by Zieon Eslador »

Win + Win = This mod.
Zieon Eslador (1:23:09 AM): I haven't seen Watchmen, but I plan to eventually...
NotZachary (1:23:15 AM): it has nukes, random things happening, and retards screaming
NotZachary (1:23:19 AM): kinda like MW2
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DemonicSandwich
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Re: Halo 2: The Pit

Post by DemonicSandwich »

Zieon Eslador wrote:Win + Win = This mod.
It's not a mod...yet.

I think you may need to make some LODs since the poly count will rise.
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NotZachary82
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Re: Halo 2: The Pit

Post by NotZachary82 »

Will texture LODs be okay?
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JacksonCougar
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Re: Halo 2: The Pit

Post by JacksonCougar »

No, but it would help
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NotZachary82
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Re: Halo 2: The Pit

Post by NotZachary82 »

I'll work on both. :3
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Gary
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Re: Halo 2: The Pit

Post by Gary »

I didn't know we could mod in new LODs :?
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JacksonCougar
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Re: Halo 2: The Pit

Post by JacksonCougar »

Yea, we can
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Zieon Eslador
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Re: Halo 2: The Pit

Post by Zieon Eslador »

DemonicSandwich wrote:
Zieon Eslador wrote:Win + Win = This mod.
It's not a mod...yet.
Win + Win = This model. :roll:
Zieon Eslador (1:23:09 AM): I haven't seen Watchmen, but I plan to eventually...
NotZachary (1:23:15 AM): it has nukes, random things happening, and retards screaming
NotZachary (1:23:19 AM): kinda like MW2
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Gary
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Re: Halo 2: The Pit

Post by Gary »

JacksonCougar wrote:Yea, we can
Cool, can we also mod in model permutations? Like how the elite model has multiple elites?

And looking good so far Zack, it seems to be coming out real well.
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[TT]
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Re: Halo 2: The Pit

Post by [TT] »

NotZachary82 wrote:k, back to tis.

Image Large
This is looking good of one, I agree do more
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NotZachary82
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Re: Halo 2: The Pit

Post by NotZachary82 »

So, I hope no one thinks I've given up on this project. I can only work on this during my free time, which, atm, I have none of. I've been studying like crazy for tests, and am no where near finished. This map won't be complete by at least June.

Until then, I thought I'd just post some updated renders. By the way, base under re-construction. I broke it. :P

Image

Image

Image
Laterz.
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Eaton
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Re: Halo 2: The Pit

Post by Eaton »

Your modeling skills are phenomenal.
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Aumaan Anubis
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Re: Halo 2: The Pit

Post by Aumaan Anubis »

:O

Eagerly waiting for completion.
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Remnant Samurai
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Re: Halo 2: The Pit

Post by Remnant Samurai »

Should some of us start helping with this I know we have some awesome modellers here could get this map out quicker.
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Ogrish
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Re: Halo 2: The Pit

Post by Ogrish »

Great modeling! :D Just take your time, and dont let anyone rush you.
Good things are always worth waiting for.
xxpenguinxx
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Re: Halo 2: The Pit

Post by xxpenguinxx »

I am speechless... :wow:
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