Re: Limits of Halo Engine
Quote:
Originally Posted by
TheGhost
20,000 faces in a map seems to be pushing the limit.
Yes, I'm talking about you, Yoyorast Island v2.
Doesn't portent have 50 000?
Re: Limits of Halo Engine
:eyesroll:i've had a mp map of 70,000 triangles with no framerate loss
Re: Limits of Halo Engine
I bet it wasn't the DH UI BSP was it? Nagger.
Re: Limits of Halo Engine
Quote:
Originally Posted by
SnaFuBAR
:eyesroll:i've had a mp map of 70,000 triangles with no framerate loss
You have actually got one of your maps in game?
Also, this thread has been made before, so if you get unbanned use the search feature next time.
Re: Limits of Halo Engine
all of them have been ingame... none released to you. also, bite me, con SARS.
Re: Limits of Halo Engine
Quote:
Originally Posted by
SnaFuBAR
all of them have been ingame... none released to you. also, bite, con SARS.
I really want to play your maps, they look so leet. :(
Re: Limits of Halo Engine
Quote:
Originally Posted by
SuperSunny
To be honest, for an old game engine, there are not that many limits. Poly counts can be mid-to-high, as long as levels are decently portalled and characters are modelled with care, and graphically everything can be extreme.
I retain 60-70 FPS at that spot, on a 9600xt, AMD Athlon XP 2400+ 2.0 GHZ, 512 MB ram, 800x600 res. Now, considering many gamers have much higher specs than what I have, Halo should be able to pump out amazing FPS on work that is higher quality than what is shown in that screenshot. There is high use of shaders, VERY high use. The level itself is well portalled. Dynamic lights in many places.
What IS limited, is what we can do with the engine itself in terms of customizing it. We are locked to the shader types that are given to us, and the scripting code that is given to us.
I'd say this is one of the things that's pushing the limits. It's looking so awesome, and I still can only just believe Halo can do this.
Also, Singleplayer Maps For The Win.
Re: Limits of Halo Engine
snaf where have you been we has work to do <:mad:>
there are limits in some aspects and hardly any in others. model wise we can put a shit load into the game. functions, animations, and other things we're a bit limited.
Quote:
What IS limited, is what we can do with the engine itself in terms of customizing it. We are locked to the shader types that are given to us, and the scripting code that is given to us.
sums it up right there.
hell random damn near figured out team bipeds : D but no for you :mad:
Re: Limits of Halo Engine
Quote:
Originally Posted by
Archon23
.........For the love of god. Stop speed making threads. Exactly how many did you make today?
Yea, seriously. What's with all the random questions? I feel like were in a discussion group and 50‡Èj"ˆŒåp or whats-his-face is the leader asking us about the game.
Re: Limits of Halo Engine
Quote:
Originally Posted by
Jay2645
Yeah, I hope that Madworkz answers, too, because I really don't like my ATV when compared to his. It makes me feel small and pathetic.
For those who don't know, if Madworkz fails to talk to Yoyo, then Yoyorast Island gets my ATV, which is just a mod of KiLLa's.
I never use Yoyorast Island V1's ATVs. I see them, but I hardly ever use them. They're too easy to flip.
Well I still have to test it Jay.. but ye in the case Madworkz doesn't answer (great chances), If yours meets the quality and requirments I asked you, it will defently be in V2.. otherwise the last option is to have no ATV..:(
and about the limit of thez engine.. Baturkin told me he put a 50000 polygons model ingame.. with no portal.. it was working fine.. so I don't know why our beta has this clipping problem with 20000..