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ofp:modeling:lod [2016/11/04 21:29] – moved images from nekromantix to this domain. snakemanofp:modeling:lod [2024/07/31 16:07] (current) – links added. snakeman
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-====== Level of Detail (LOD) ======+====== OFP Level of Detail (LOD) ====== 
 + 
 +[[https://www.pmctactical.org/forum/viewforum.php?f=43|OFP Forum]], [[:ofp|OFP Home]], [[ofp:file_formats|OFP File Formats]], [[ofp:tools|OFP Tools]], [[ofp:missions|OFP Missions]], [[ofp:modeling|OFP 3D Modeling]], [[ofp:terrain|OFP Terrain]] 
 + 
 +**Operation Flashpoint (OFP)** aka ArmA: Cold War Assault (CWA)
  
 What's a LOD? What's a LOD?
  
-{{http://pmc.editing.wiki/images/LODs.gif}}+{{https://pmc.editing.wiki/images/LODs.gif}}
  
 LOD means Level of Detail, and is a method of defining, via different variations of a model, how high or low the viewable quality of the model should be, and how it should interact with the environment. LOD means Level of Detail, and is a method of defining, via different variations of a model, how high or low the viewable quality of the model should be, and how it should interact with the environment.
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 ====== <resolution> ====== ====== <resolution> ======
  
-{{ http://pmc.editing.wiki/images/Truck-ResLOD.jpg}}+{{ https://pmc.editing.wiki/images/Truck-ResLOD.jpg}}
 Defines which model to use, depending on several, interdependent in-game conditions (view-distance, number of objects, video quality, CPU utilization, etc). Defines which model to use, depending on several, interdependent in-game conditions (view-distance, number of objects, video quality, CPU utilization, etc).
  
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 </code> </code>
  
-BIS M2A2 model has the following resolution LODs: +BIS M2A2 model has the following resolution LODs:
  
 <code> <code>
-LOD A (0.750): ~3400  +LOD A (0.750): ~3400 
-LOD B (1.5): ~1900  +LOD B (1.5): ~1900 
-LOD C (3): ~1100  +LOD C (3): ~1100 
-LOD D (5): ~560  +LOD D (5): ~560 
-LOD E (7): ~375 +LOD E (7): ~375
 LOD F (9): ~175 LOD F (9): ~175
 </code> </code>
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 Notice how the resolution values double for all values lower than 3. When the resolution value reaches 3, it is increased by steps of 2. Generally speaking, this means that the model detail halves whenever CPU load doubles. For lower details, declination in detail (and thus CPU load) decreases exponentially. Notice how the resolution values double for all values lower than 3. When the resolution value reaches 3, it is increased by steps of 2. Generally speaking, this means that the model detail halves whenever CPU load doubles. For lower details, declination in detail (and thus CPU load) decreases exponentially.
  
-If you have a vertex count that is very different from the BIS values, you can try to estimate a fitting resolution value for that LOD. Remember that more vertices = lower resolution value. +If you have a vertex count that is very different from the BIS values, you can try to estimate a fitting resolution value for that LOD. Remember that more vertices = lower resolution value.
  
 For resolution values under 3, you should halve the resolution value each time you double the number of vertices. For resolution values over 3, subtract 2 each time you double the number of vertices. Performance-wise, lower resolution values increase system performance. For resolution values under 3, you should halve the resolution value each time you double the number of vertices. For resolution values over 3, subtract 2 each time you double the number of vertices. Performance-wise, lower resolution values increase system performance.
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 ====== Geometry ====== ====== Geometry ======
  
-{{http://pmc.editing.wiki/images/Truck-GeoLOD.gif}}+{{https://pmc.editing.wiki/images/Truck-GeoLOD.gif}}
  
 Defines where the model will collide with other objects. Should be //very// simple, and has to fulfil the following criteria in order to work: Defines where the model will collide with other objects. Should be //very// simple, and has to fulfil the following criteria in order to work:
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 ====== View - Cargo ====== ====== View - Cargo ======
  
-{{ http://pmc.editing.wiki/images/Truck-View-Cargo.jpg}} +{{ https://pmc.editing.wiki/images/Truck-View-Cargo.jpg}} 
-What a cargo passenger can see of the model. +What a cargo passenger can see of the model.
  
 In vehicles of the class "Car", the player will ''always'' see this view, whether he's the driver, co-driver or cargo. (Unless the "View - Pilot" is defined. Then ''that'' view is taken for any position inside the vehicle.) In vehicles of the class "Car", the player will ''always'' see this view, whether he's the driver, co-driver or cargo. (Unless the "View - Pilot" is defined. Then ''that'' view is taken for any position inside the vehicle.)
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 ArmA/OFPE only: Visible shadow resolution lod for model. Typically named ShadowVolume 0.000 (Few features) and ShadowVolume 0.100 (same ammount of features as the main visual model (i.e. equipment, weapon systems, etc). Structure within it **must** be Triangulated and have Sharp edges. (Also see Creating Shadow LODs) ArmA/OFPE only: Visible shadow resolution lod for model. Typically named ShadowVolume 0.000 (Few features) and ShadowVolume 0.100 (same ammount of features as the main visual model (i.e. equipment, weapon systems, etc). Structure within it **must** be Triangulated and have Sharp edges. (Also see Creating Shadow LODs)
 +
ofp/modeling/lod.1478294940.txt.gz · Last modified: 2016/11/04 21:29 by snakeman

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