Tris/BSP -1 reply

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Guest

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#1 9 years ago

Hey guys, quick question.

Anyone know the max amount of tris Halo will work with per BSP?




The_Geek_With_The_Gun

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25th May 2007

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#2 9 years ago

I have no idea. but you would be limited to what a uses PC could handle.




Noxstant

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11th June 2008

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#3 9 years ago

Why, do you have something that you think will max it out?




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#4 9 years ago

Testing some new workflow methods. Specifically, outputting a low-ish res mesh from World Machine 2, cleaning the model up in Max, then making it Halo-ready. Was just wondering how far I could go with terrain detailing.

Basically I want a portfolio that doesn't consist solely of CryEngine2 stuff, and as I absolutely hate working with Source and UE3, Halo seems like the way to go for adding some variety. :)




Noxstant

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#5 9 years ago

I would suspect that the low standard for Crysis would be the high standard for Halo.. I'd just export it to tool, made or not, and debug it.




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#6 9 years ago

Yeah, suppose that's the best idea really. Will report back with any results I get.

And btw, low standard for CE2 is like 500k tris per scene, and that's with occlusion integrated into scenery. =p




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#7 9 years ago

Mission accomplished. :)

For anyone that cares, here are some renders from Max. Tonnes of optimisation to go yet, but hey, progress is progress. Currently sits at ~30k tris, hope to put it down closer to 15k, or at least 20k.

npfw.pngpwf.png




The_Geek_With_The_Gun

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#8 9 years ago

20k.... i know its terrain but i remember working with 300 tris being the limit with all the models i worked on for C&C generals. im glad my brother took over modeling before it got to complicated ;)




Noxstant

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#9 9 years ago

You'd be suprised at how often fire in the dark methods work. So, tool hasn't bitched at you at all?




Guest

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#10 9 years ago

Nope, the most annoying bit was exporting the bloody thing. Roll on processor upgrade.

Oh, and lightmapping. :/