I've seen some pretty amazing stuff done by people out there, but have we hit the limits of the Halo engine? I mean, a lot of stuff has to be "faked"...
Printable View
I've seen some pretty amazing stuff done by people out there, but have we hit the limits of the Halo engine? I mean, a lot of stuff has to be "faked"...
.........For the love of god. Stop speed making threads. Exactly how many did you make today?
lmao
20,000 faces in a map seems to be pushing the limit.
Yes, I'm talking about you, Yoyorast Island v2.
=X There's a limit for ya. I REALLY hope I don't lag on that map... I also hope Madworkz answers him.If he doesn't, I'd rather wait than see one last cool thing stay out.
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.
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.
http://img530.imageshack.us/img530/9...6a3c114sx2.jpg
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.