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Re: Halo 2: The Pit

Posted: Wed Apr 01, 2009 11:26 pm
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?

Re: Halo 2: The Pit

Posted: Wed Apr 01, 2009 11:32 pm
by XZodia
Have you welded the vertices?

Re: Halo 2: The Pit

Posted: Wed Apr 01, 2009 11:38 pm
by socrates
bumpmaps would suffice for many of the details you are doing correct? or have you already calculated that in...

Re: Halo 2: The Pit

Posted: Thu Apr 02, 2009 12:48 am
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!

Re: Halo 2: The Pit

Posted: Thu Apr 02, 2009 12:56 am
by JacksonCougar
It might, it might not, but I know that you can get your polies down a lot more.

Re: Halo 2: The Pit

Posted: Thu Apr 02, 2009 1:00 am
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.

Re: Halo 2: The Pit

Posted: Thu Apr 02, 2009 1:25 am
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.

Re: Halo 2: The Pit

Posted: Thu Apr 02, 2009 2:51 am
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 ...

Re: Halo 2: The Pit

Posted: Sat Apr 11, 2009 11:20 pm
by NotZachary82
k, back to tis.

Image

Re: Halo 2: The Pit

Posted: Sun Apr 12, 2009 7:25 pm
by Zieon Eslador
Win + Win = This mod.

Re: Halo 2: The Pit

Posted: Sun Apr 12, 2009 8:24 pm
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.

Re: Halo 2: The Pit

Posted: Sun Apr 12, 2009 8:38 pm
by NotZachary82
Will texture LODs be okay?

Re: Halo 2: The Pit

Posted: Sun Apr 12, 2009 8:42 pm
by JacksonCougar
No, but it would help

Re: Halo 2: The Pit

Posted: Sun Apr 12, 2009 8:47 pm
by NotZachary82
I'll work on both. :3

Re: Halo 2: The Pit

Posted: Sun Apr 12, 2009 9:28 pm
by Gary
I didn't know we could mod in new LODs :?

Re: Halo 2: The Pit

Posted: Sun Apr 12, 2009 10:13 pm
by JacksonCougar
Yea, we can

Re: Halo 2: The Pit

Posted: Sun Apr 12, 2009 10:39 pm
by Zieon Eslador
DemonicSandwich wrote:
Zieon Eslador wrote:Win + Win = This mod.
It's not a mod...yet.
Win + Win = This model. :roll:

Re: Halo 2: The Pit

Posted: Mon Apr 13, 2009 1:44 am
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.

Re: Halo 2: The Pit

Posted: Mon Apr 13, 2009 3:05 am
by [TT]
NotZachary82 wrote:k, back to tis.

Image Large
This is looking good of one, I agree do more

Re: Halo 2: The Pit

Posted: Fri Apr 24, 2009 1:10 am
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.

Re: Halo 2: The Pit

Posted: Fri Apr 24, 2009 1:22 am
by Eaton
Your modeling skills are phenomenal.

Re: Halo 2: The Pit

Posted: Fri Apr 24, 2009 1:45 am
by Aumaan Anubis
:O

Eagerly waiting for completion.

Re: Halo 2: The Pit

Posted: Fri Apr 24, 2009 8:00 am
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.

Re: Halo 2: The Pit

Posted: Fri Apr 24, 2009 2:56 pm
by Ogrish
Great modeling! :D Just take your time, and dont let anyone rush you.
Good things are always worth waiting for.

Re: Halo 2: The Pit

Posted: Fri Apr 24, 2009 3:35 pm
by xxpenguinxx
I am speechless... :wow: