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Anton
July 13th, 2007, 05:12 PM
What is the Max Vertice limit H2v Can handle?

Polygons. Etc.

jahrain
July 13th, 2007, 06:56 PM
Well per cluster in the BSP, anything more than 30000 such as polygons, vertices will not compile.

fletcher77
July 13th, 2007, 07:22 PM
Is that just per cluster?

jahrain
July 13th, 2007, 07:23 PM
Also per geometry instance.

Anton
July 13th, 2007, 07:25 PM
Per cluster would be basically saying "per object"? or..ahh I'm new to this.

Rob Oplawar
July 13th, 2007, 08:44 PM
A cluster is a volume defined by portals. If you don't understand portals, you need to read a tutorial on them right now, because they're essential in any scenario.

The poly limit is tricky- I'm playing around with it right now, but imho you should not have 30,000 polys in every cluster. When you're thinking about poly limit, you have to take into account what's going to be in the area- if you'll have lots of scenery and enemies, for example, you'll have to have a lower poly count.

I haven't used H2V yet, so I'm not exactly sure on the specific amounts-
Jahrain, when you say per geometry instance, (ugh ambiguous terms) do you mean in terms of instanced geometry objects (which I haven't messed with yet) or do you mean an instance of any piece of geometry (like a bsp)? I assume you mean instanced geometry objects, but I would think that having 30,000 poly instanced objects would be a bad idea anyway.

Come to think of it, do instanced geometry objects behave like regular sections of bsp? Lighting, portal occlusion, etc?

jahrain
July 13th, 2007, 09:13 PM
Instanced geometry objects. Basically, your limited based on the maximum amount the tag can store for each block without overflowing.

Chewy Gumball
July 13th, 2007, 09:28 PM
If you are using 30k triangles, you probably are doing something wrong.

Anton
July 14th, 2007, 12:26 AM
Ok, So I read up on portals. I understand now. So 30k Polygons per cluster it is. Thanks Guys.

Rob Oplawar
July 14th, 2007, 12:43 PM
Np.

So I've got an area that totals 30k, separated into 40 clusters, and usually around 20 are rendered. There's absolutely no scenery in it yet. The framerate usually stays at 60 (since I've got it set to max at that) but occasionally dips as low as 30. 30 still looks fine, but is prolly bad, especially since putting enemies and scenery in there is gonna slow it down further.

So IDK where I'm going with this, but just putting it out there that 30k is doable and you can probably get away with it if you portal properly, but you might want to consider dropping the poly count for those less fortunate computers without a 7900 or above.

Roostervier
July 14th, 2007, 01:01 PM
If you are using 30k triangles, you probably are doing something wrong.
Unless you are adding in lots of detail =S.

Chewy Gumball
July 14th, 2007, 01:42 PM
Ridiculous detail that you could use a texture for instead.

Lightning
July 15th, 2007, 03:03 AM
Library is, no joke, just about 343,000.

D:



...I think. That or 34,300 D:

Chewy Gumball
July 15th, 2007, 04:59 PM
I can see it being 34k, but that is a huge map. Thats not per portal though, thats total.

spookers622
July 15th, 2007, 06:05 PM
anyone know of a portaling tutorial? I cant find a single one.

Rob Oplawar
July 15th, 2007, 07:16 PM
Hm, I couldn't find one either... it's probably because everyone hates portals so much XD

If I weren't so busy, I'd make a tut, but yeah I got my hands full.

My reccomendation is to look in the HEK Tutorial (http://nikon.bungie.org/misc/hek_tutorial/) in the Level Creation Part 2 section, which covers basic portalling. I haven't tried it yet, but I assume portalling in H2V is basically the same as in Halo CE.

jahrain
July 15th, 2007, 10:23 PM
Many SP levels in h2 and h1 have +100k polies.

Chewy Gumball
July 16th, 2007, 12:10 AM
In total. If you are using 30K polys in a room, it had better be huge.

spookers622
July 16th, 2007, 09:15 AM
do you still use "+exactportal"?

Vicky
July 16th, 2007, 09:42 AM
It's very simply, had to use a port myself. Just create a plane, make it a mesh/poly and apply a +portal material to it. Then let that plane cut your complete level nearly in half for example.

spookers622
July 17th, 2007, 01:14 PM
but if wanted to use them to seperate rooms for weather or sound DO I USE +portal or +exactportal or is there another 1 now?

Vicky
July 17th, 2007, 02:48 PM
Hmm, are there weather tags in the editor? (i don't have em) Besides, when you make weather i don't think it'll show up indoor and for sound you can use sound-scenery and adjust the area where it's audible.

Rob Oplawar
July 17th, 2007, 07:15 PM
weather doesn't work in indoor areas? hm come to think of it that sort of makes sense... but it kills my plans for this one smoke filled room I was gonna have. [/ot]

Vicky
July 19th, 2007, 03:14 AM
but if wanted to use them to seperate rooms for weather or sound DO I USE +portal or +exactportal or is there another 1 now?

Search for +media in the help, maybe that's what you are looking for.

Chewy Gumball
July 19th, 2007, 04:21 PM
It won't know what is outdoor and what is indoor. Its just a bunch of numbers to it. It should work in any portal you want it to.

Rob Oplawar
July 19th, 2007, 08:26 PM
but indoor clusters use a different "engine" than outdoor clusters (the definition of outdoor being that it has a line of sight on a +sky material, I think)- the only visible effect of this I can think of off the top of my head is when you're in wireframe mode when you transition into indoor you can see the skybox disappear. I would assume the simplifications the indoor engine features would include a lack of weather since you don't have weather indoors, but then again, I don't know how the engine works or even if I'm using the right terms, but I know the distinction between indoor and outdoor exists and has consequences.

edit: wow this thread went off on a tangent.