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 [2007-07-13 00:03]
snakeman
ofp:modeling:lod [2017-10-06 20:24] (current)
snakeman http to https switch.
Line 3: Line 3:
 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.
 +
  
 ====== <​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 92: Line 95:
 ====== 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:
Line 142: 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.1184285005.txt.gz · Last modified: 2007-07-13 00:03 (external edit)