User Tools

Site Tools


ofp:modeling:lod

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revision
Previous revision
ofp:modeling:lod [2007-07-12 23:01]
snakeman more details to LODs
ofp:modeling:lod [2017-10-06 20:24] (current)
snakeman http to https switch.
Line 2: Line 2:
  
 What's a LOD? What's a LOD?
-{{ http://tactical.nekromantix.com/images/wiki/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.
  
Line 8: Line 10:
 ====== <​resolution>​ ====== ====== <​resolution>​ ======
  
-{{ http://tactical.nekromantix.com/images/wiki/​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).
  
 This LOD shouldn'​t contain any empty Named Selections which are used in animations or by the game engine (wheels, etc), as that might cause the game to crash once the LOD becomes active. This LOD shouldn'​t contain any empty Named Selections which are used in animations or by the game engine (wheels, etc), as that might cause the game to crash once the LOD becomes active.
  
-To demonstrate the complexity of the LOD selection, and the effect the resolution name has on LOD switching, a series of tests have been documented here: Resolution LOD Samples+To demonstrate the complexity of the LOD selection, and the effect the resolution name has on LOD switching, a series of tests have been documented here: Resolution LOD Samples
 + 
 +If all your LODs (or if you only have one) are high polygon count, then your model will cause CPU slowdowns.
  
 ===== Details ===== ===== Details =====
Line 87: Line 91:
 JeepMG : 0.750, 1.5, 3, 5 and 7. JeepMG : 0.750, 1.5, 3, 5 and 7.
 </​code>​ </​code>​
 +
  
 ====== Geometry ====== ====== Geometry ======
  
-{{ http://tactical.nekromantix.com/images/wiki/​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: 
-* Object must be Named Selection ComponentXX (where XX is a consecutive number between 01 and 99).\\ +  * Object must be Named Selection ComponentXX (where XX is a consecutive number between 01 and 99). 
-* Must have '​Mass'​ (Alt-M).\\ +  * Must have '​Mass'​ (**ALT-M**). 
-* Must be closed and convex (Validating Geometries).\\+  * Must be closed and convex (Validating Geometries). 
 Geometry objects should have a thickness of at least .5 meters in order to work properly. Geometry objects should have a thickness of at least .5 meters in order to work properly.
  
 ====== Fire Geometry ====== ====== Fire Geometry ======
  
-Defines where the model will collide with bullets & rockets.\\ +Defines where the model will collide with bullets & rockets. If this LOD is not present the Geometry LOD will be used instead. 
-If this LOD is not present the Geometry LOD will be used instead.\\ +
-* Must be closed and convex (Validating Geometries).\\+
 Proxies for the driver & passenger must be present into this LOD as well (they can be copied from the Resolution LOD). Otherwise the units will be invincible. One should also do any geometry validation ''​before''​ adding the proxies, otherwise they will not be functional. Proxies for the driver & passenger must be present into this LOD as well (they can be copied from the Resolution LOD). Otherwise the units will be invincible. One should also do any geometry validation ''​before''​ adding the proxies, otherwise they will not be functional.
 +
 +  * Must be closed and convex (Validating Geometries).
 +  * The fire geometry and geometry LODs are to be made in very low polygon count.
 +  * There is a limit of 128 (127?) Components.
 +
  
 ====== Hit-points ====== ====== Hit-points ======
Line 135: Line 145:
 ====== View - Cargo ====== ====== View - Cargo ======
  
-{{ http://tactical.nekromantix.com/images/wiki/​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. ​
  
ofp/modeling/lod.1184281308.txt.gz · Last modified: 2007-07-12 23:01 by snakeman