From what Crowpath and I expierenced, after adding enough high res bitmaps it effects the tagspace.
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From what Crowpath and I expierenced, after adding enough high res bitmaps it effects the tagspace.
define what you "expierenced"
I don't know about what Masterz is saying with high res bitmaps, but I do know that in my experience some part of the space that regular tags take up is shared with the same space that bsp geometry inhabits, and that if together they exceed a certain size limit, Halo cannot handle it without modification, i.e. hax.
I recall rob telling me he had some problems with this at one point when he was working on his campaign map, and he needed to actually split what he originally intended to be one map into more then one map, works all fine and dandy if its single player and you can make the game run all the levels together I'm sure, but for multiplayer theres no way around that. I remember rob explaining this to me and how it was completely fucking with what he wanted to do, and masters was trying to help him with it, or something like that.
I guess it makes sense... robs trying to prevent you guys from doing a bunch of hard work only to later realize that it won't compile the way you wanted because the bsp is taking up too much space in the map file and you have no more room for tags.
Even if this is true tho, I don't see any reason why you won't be able to make this map/maps, as long as you don't over step the boundaries.
Edit: I'm interested in this too XD I'm waiting for kornman to go and prove everyone wrong rofl.
Well, here's a little update. Since rooster apparently is free from CMT work (i was told it was a clean break, masters endorsed the leaving from what rooster was telling me, so NO DRAMA SAYING I TOOK HIM GODDAMNIT) he was able to work on something i asked him to do a while ago, the ghost (and eventually the banshee). I'm only showing these because, well, i have some ideas to make the ghost hit more into the 'high resolution' party and make use of the polygons, so after i do a little concept work (if i have time...gah...) rooster will remodel large chunks of this. Enjoy this for now:
http://img187.imageshack.us/img187/5...nished1hv1.jpg
http://img261.imageshack.us/img261/9...edwire1my2.jpg
as always, i'll make sure rooster shows the model in progress as we change it around to see if theres anything you people horribly hate about the design.
I already added some of the missing stuff in the originals. And I suppose I should clean up most of the unnecessary triangles in there, if not on the whole model then on the totally flat surfaces.
omgz updaet!
not bad, not bad at all. I like. Two things tho:
the wings look off- since when were the concave? Have they always been like that and I never noticed? And besides that, they look unrealistically sharp. Do you think they should be blunted a bit? It may be unnecessary.
The awning over the viewscreen looks a little too big, like it overhangs too much. idk.
Lovin the guns. ;D
rob, its going to be very different, so i dont think talking about canon will help o_o;;
WoL was just talking to me about changing something on the wings, wait until he makes a concept first about changing them. I also added those 3 things that are on the gas tank, you'll see later. Also, this is only about 4k tris out of the 10k he wants me to have, so everything will end up getting more detail.
e: Also, the wings are convex, if you look at the model.
if you're going WOAH 10k?! lemme explain to you the LODS:
10k
>8k
>4k
>1.2
>500