Im working on a script that clipps the tree models off at a certian distance, then makes loads sprites in place of the models. Then my LOD just clips out the sprites.
Just invent the ">" for the sprites. What I did was double place the a Model then a Sprite on top on on another. SO at long range there is a sprite and close range its a model. It works great and saves alot of framerate for outdoor levels! Also it is very hard to tell the transition from model to sprite at long range. What I did was place the Model, took a screen shot, imported in to my PSP7, and saved it as a sprite (.pcx) and then imported that into WED and applied my sprite behavor:)
ACTION clip_models {
while(1)
{
if(vec_dist(my.x,player.x) > 500)
{
my.invisible = on;
} else {
my.invisible = off;
}
wait(1);
}
}
But what your looking for has just been mentioned to me by NEM's in a post of mine:
http://www.coniserver.net/ubbthreads/showflat.php/Cat/0/Number/768033/an/0/page/0#Post768033I've tested tthe script and it does fade out when your within a certain distance. You could just remove the scaleing stuff.
Quote:
function fade_tree()
{
my.scale_x=8;//just my scale values here
my.scale_y=8;
my.scale_z=8;
while(1)
{
my.transparent = on;
my.passable = on;
if(vec_dist(player.x, my.x) < 3000)
{
my.alpha -= 2*time_step;
if (my.scale_x > 3)//more of my scaling stuff
{
my.scale_x += 0.5 * time;
my.scale_y = my.scale_x;
my.scale_z = my.scale_x;
}
}
if(vec_dist(player.x, my.x) > 3000)
{
if(my.alpha < 99)
{
my.alpha += 2*time_step;
if (my.scale_x > 8)//same ol same old
{
my.scale_x =8;
my.scale_y = my.scale_x;
my.scale_z = my.scale_x;
}
}
if(my.alpha > 90)
{
my.transparent = off;
}
}
wait(1);
}
}
action world_tree
{
my.polygon = on;
plant_object();// saves manual placement by leaving in the air
fade_tree();
}