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Inferno
July 23rd, 2008, 02:37 PM
Ok Ive been working on converting part of Cairo station to halo CE and i really noticed that in halo 2's campaign bungie wasted polys like it was going out of style. I mean look at this crap! It hurts to see that many vertices coplaner to each other. Especially that cramped up. Why are some of Halo 2's models so fugly like that?

http://www.freewebs.com/infernosk8terstuff/God%20damn%20bungie%21.PNG
(if the link breaks blame freewebs)


I'm currently having to remodel parts of the BSP just to conserve some of those polys ( you can see what ive already done in red )

But anyways anyone have some insight or explanation for this? Is it some secret modeler technique or are they just lazy?

Ki11a_FTW
July 23rd, 2008, 02:41 PM
What extractor did you use, i am pretty sure its the cause of it

teh lag
July 23rd, 2008, 02:42 PM
I would guess either

A) You don't have a properly working model extractor/somehow you're screwing up the import process
B) They're there for seperate materials.

Evil_Monkey
July 23rd, 2008, 02:43 PM
It looks like that could be the parts where they applied different textures. So by cutting it, they made it easier for themselves rather than unwrapping it.

Inferno
July 23rd, 2008, 02:48 PM
Umm I'm using the entity extractor. I'm pretty sure that's the only one... Or am I mistaken.

Ki11a_FTW
July 23rd, 2008, 02:49 PM
Umm I'm using the entity extractor. I'm pretty sure that's the only one... Or am I mistaken.

You are mistaken, but what version of entinty are you using, 1.0 or 1.2 isnt gonna work, i highly reccomend 1.4 or 1.6

Inferno
July 23rd, 2008, 02:51 PM
1.3.9 beta. Unfortunately I'm exporting it to 100 meshes and importing all 100 objs separately cause entity wont export the mesh as one object because it prefers to crash when i try.

And if there's a better BSP mesh exporter PLZ tell me.

@ teh lag - Some of those triangles are for different textures but most of them are just there for no reason.

MMFSdjw
July 23rd, 2008, 03:03 PM
that is pretty rediculous, however, even looking at halo 1 stuff most of it is not what I'd call optimized.
It's probably not laziness though, it's probably just a time crunch.
That's one down side to engines that can handle more polies, they tend to result in optimizing being pushed to the very last so it often does not get done.

jngrow
July 23rd, 2008, 03:08 PM
It's clearly your exporter, that would make no sense otherwise. You wouldn't end up with that many extra polys unless you tried.

Zeph
July 23rd, 2008, 03:16 PM
It would only make sense if they were using it for different materials. Even then, I'd blame a lot of it on your exporter.

Inferno
July 23rd, 2008, 03:20 PM
Idk why it would be the exporter. I believe all it does is take the coordinates for all the vertexes edges and faces and exports them to a obj or raw .x file. When it exports MP maps they look fine and dandy but all the SP maps i export looks BLEH like this.

CtrlAltDestroy
July 23rd, 2008, 03:22 PM
They're generated on compile according to portals, fog planes etc.

EDIT: Also, I don't see why people are blaming it on the extractor. All an extractor does is convert one form of data into another form of useful data. It won't add/remove/modify data in such a way as demonstrated in the OP.

Inferno
July 23rd, 2008, 03:25 PM
Oh i see. So its just like that due to the halo 2 engine.
I was sorta expecting CAD to clear this up cause he knows the halo 2 engine so "intimately"

Zeph
July 23rd, 2008, 03:41 PM
EDIT: Also, I don't see why people are blaming it on the extractor. All an extractor does is convert one form of data into another form of useful data. It won't add/remove/modify data in such a way as demonstrated in the OP.

Look at the coplanar vertices. They're all inline with another vertice or in a mean position of multiple planar vertices.

CtrlAltDestroy
July 23rd, 2008, 03:43 PM
He mentioned that he was using the entity extractor, of which I am quite familiar with. I've been through the source code enough times to know that there is no such function or subroutine that adds any additional data when extracting a BSP.

DaneO'Roo
July 23rd, 2008, 04:25 PM
Fucking finally an example of what hurts guys like me:

You all focus so much on making shit as low poly as possible, when the real skill is modeling so that guys like me can texture something properly, rather than having a whole wall be one material.

Chewy Gumball
July 23rd, 2008, 06:27 PM
Looks like someone tesselated it horribly. Lightmaps maybe, that doesn't look like it could be used to texture something more efficiently.

Hunter
July 24th, 2008, 08:44 AM
It looks like it probably the exporter. Also, to fix this problem here is some advice.

"Don't rip it, make it yourself"

Choking Victim
July 24th, 2008, 08:47 AM
It looks like it probably the exporter. Also, to fix this problem here is some advice.

"Don't rip it, make it yourself"
it's already been established that it's not the exporter. The program can't rip vertex positions out of thin air and magically create corresponding faces for them.

Rob Oplawar
July 24th, 2008, 09:58 AM
.

My best guess is that whoever made that BSP needed to add some detail strip textures and the like, had a near deadline, and had plenty of polygons to spare, so just plane sliced repeatedly.

Halo 2 was rushed. They didn't have time to push the limits of the engine. I think it's fine to cut some corners when it has a negligible performance impact if you have an impending deadline.

wanger
July 24th, 2008, 11:09 PM
It looks like it probably the exporter. Also, to fix this problem here is some advice.

"Don't rip it, make it yourself"

Yes because clearly he's going to make all of cairo station by himself...that would take sooooo long. Either way, if ripping creates fun content, and the maker establishes that it's ripped, then why not. It's not hurting anyone. But yea, there's no way he's gonna model all of cairo, just to have a SP or MP map when he doesn't have the time.

Edward Elrich
July 27th, 2008, 01:37 AM
^lol

Also, since we're focusing on the Covies trying to kill us, it gives a lot less time to look around and say "holy crap, these models look like shit with their low poly counts" or something like that.

t3h m00kz
July 29th, 2008, 01:56 PM
Yes because clearly he's going to make all of cairo station by himself...that would take sooooo long. Either way, if ripping creates fun content, and the maker establishes that it's ripped, then why not. It's not hurting anyone. But yea, there's no way he's gonna model all of cairo, just to have a SP or MP map when he doesn't have the time.

Either that or he just did what I did with the Elites and a few weapons... ripped them to just have a look at the models.

But yeah, that comment was a bit unnecessary, Hunter. Inferno can do whatever the fuck he wants. Entity is MADE for that shit, after all :D

Hunter
July 30th, 2008, 08:28 AM
http://www.runemasterstudios.com/graemlins/images/banghead.gif