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ofp:modeling:lod [2007-07-12 23:59]
snakeman added some stuff
ofp:modeling:lod [2017-10-06 20:24] (current)
snakeman http to https switch.
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 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.
  
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 ====== <​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 =====
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 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:\\ +
-* Object must be Named Selection ComponentXX (where XX is a consecutive number between 01 and 99).\\ +
-* Must have '​Mass'​ (Alt-M).\\ +
-* Must be closed and convex (Validating Geometries).\\ +
-Geometry objects should have a thickness of at least .5 meters in order to work properly.+
  
 +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).
 +  * Must have '​Mass'​ (**ALT-M**).
 +  * Must be closed and convex (Validating Geometries).
 +
 +Geometry objects should have a thickness of at least .5 meters in order to work properly.
  
 ====== Fire Geometry ====== ====== Fire Geometry ======
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 ====== 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.1184284767.txt.gz · Last modified: 2007-07-12 23:59 (external edit)