GOBOS (are they broken?)

Discussion in 'Halo and Forge Discussion' started by ScaredHitman086, Jul 9, 2016.

  1. ScaredHitman086

    ScaredHitman086 Legendary
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    In a map/minigame I recently finished it contains a large lava pit. My issue is the GOBO "cloudy" effect (and any other effect for GOBOs) disappear when a player is far from the GOBO. Now this map has a light map of 108% so idk if that has anything to do with it. However earlier in forging it still did this when I was only at like 80% lightmap. Any explanations? :/

    Map: http://www.forgehub.com/maps/cavern.3050/
     
  2. ReinaStorm

    ReinaStorm Nostalgia never dies
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    Halo 5 has a draw distance applied to any and every object. After a certain distance, objects will "disappear".
    The game makes them invisible, so it doesn't have to render them and pull too much power towards keeping all objects rendered properly at all distances.

    It's part of the game engine. Halo 5 runs at 60fps, 1080p up to about 20ft in front of the view. After the initial distance, everything seems to get a little less detailed.
    It's part of the engine designed to make the game run smoothly/look pretty.

    Lights and light effects (cones, gobos, etc.) are the first to receive the visual downgrade after a distance.
    That's why your gobos are disappearing.

    This has been around since Forge was first released. It's all part of the game to keep it running at "optimal efficiency".
     
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  3. ScaredHitman086

    ScaredHitman086 Legendary
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    Thank you for the detailed explanation. I just feel slightly frustrated because it ruins the aesthetic appeal of this map. I have "lanterns" placed around the map that light this cavern but as you were explaining they despawn when far away which is very annoying. It makes it look really dumb to just see random lights appear. Oh well. Thanks once again
     
  4. Jack Bell

    Jack Bell Mythic

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    lights will stay on map at just about any play distance if switched to "dynamic - off"

    Have you tried that?
     
  5. ScaredHitman086

    ScaredHitman086 Legendary
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    I sure have and it didn't do a thing
     
  6. Sn1p3r C

    Sn1p3r C Halo 3 Era
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    It may not work for your current design, but using those effects in smaller, enclosed areas (rooms, places where buildings block long lines of sight) is a good way to mitigate the drop-out effect. Not optimal, of course.
     
  7. ScaredHitman086

    ScaredHitman086 Legendary
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    Yes of course but I simply cannot do that for this minigame. Thumbnail_Large (1).PNG
    This is an old picture but there must be complete, unbroken lines of sight for the alpha zombie. He has a plasma caster in the middle stone area. Warthogs drive around him.

    As you can see in the picture, its pretty clear the gobos are needed because the lava looks like $h1t from a distance.
     
  8. MultiLockOn

    MultiLockOn Ancient
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    That picture looks dope
     
  9. Sn1p3r C

    Sn1p3r C Halo 3 Era
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    Damn, and that looks freaking cool, too.
     
  10. ScaredHitman086

    ScaredHitman086 Legendary
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    Thanks appreciate it
     
  11. ScaredHitman086

    ScaredHitman086 Legendary
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