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Re: Closed mesh still required? [Re: Excessus] #66082
03/13/06 09:38
03/13/06 09:38
Joined: Nov 2004
Posts: 1,011
South Africa
capanno Offline
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capanno  Offline
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Joined: Nov 2004
Posts: 1,011
South Africa
What do you guys mean by LOD? Im in the dark with terms like this...

Re: Closed mesh still required? [Re: capanno] #66083
03/13/06 10:34
03/13/06 10:34
Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
ulillillia Offline
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ulillillia  Offline
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Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
LOD means "level of detail". In short, you create the same model with different levels of detail used. The highest level, used when up close to something, could be 4000 polies and 2000 vertices. The next highest level could be 1500 polies and 750 vertices. A further level, when viewed from far away, could be 600 polies and 300 vertices and the furthest could be 300 polies and 150 vertices.

The engine's LOD system is available in the Extra edition and above, but to me, it's not worth it as my system allows for far more flexibility and it even works in standard edition.


"You level up the fastest and easiest if you do things at your own level and no higher or lower" - useful tip My 2D game - release on Jun 13th; My tutorials
Re: Closed mesh still required? [Re: ulillillia] #66084
03/13/06 13:54
03/13/06 13:54
Joined: Nov 2004
Posts: 1,011
South Africa
capanno Offline
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capanno  Offline
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South Africa
How do I use it? Does the engine switch between models then?

Re: Closed mesh still required? [Re: capanno] #66085
03/13/06 14:25
03/13/06 14:25
Joined: Aug 2005
Posts: 1,558
HK
V
vlau Offline
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vlau  Offline
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V

Joined: Aug 2005
Posts: 1,558
HK
Yes, the engine does it automatically, but you have to name
your models in sequence : "mdlName_0.mdl", "mdlName_1.mdl",
"mdlName_2.mdl", mdlName_3.mdl" .....and so on.

From the manual :
Quote:


The LOD distances can be set in the script through camera.clip_far (see script manual). The entity switches to LOD level 1 at a distance of 1/8 the clip_far value, to level 2 at ¼ of clip_far, and to level 3 at ½ of the clip_far range.





Look at d3d_lodfactor[3] in the manual also.

Re: Closed mesh still required? [Re: vlau] #66086
03/13/06 15:21
03/13/06 15:21
Joined: Nov 2004
Posts: 1,011
South Africa
capanno Offline
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capanno  Offline
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Posts: 1,011
South Africa
Thanx I get it.

Re: Closed mesh still required? [Re: capanno] #66087
03/13/06 15:26
03/13/06 15:26
Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
ulillillia Offline
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ulillillia  Offline
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Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
That's the engine's technique. My technique has many advantages and far more flexibility and it even works in standard edition. It takes more scripting knowledge, but it otherwise doesn't require much.


"You level up the fastest and easiest if you do things at your own level and no higher or lower" - useful tip My 2D game - release on Jun 13th; My tutorials
Re: Closed mesh still required? [Re: ulillillia] #66088
03/13/06 16:34
03/13/06 16:34
Joined: Aug 2005
Posts: 1,558
HK
V
vlau Offline
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vlau  Offline
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V

Joined: Aug 2005
Posts: 1,558
HK
I've seen you post regarding your "technique", which is
switching to different LOD model by turning on/off of their
invisible flag in certain distance, it works great, I think
using "ent_morph" is also work, but haven't test it.

Re: Closed mesh still required? [Re: vlau] #66089
03/13/06 16:45
03/13/06 16:45
Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
ulillillia Offline
Senior Expert
ulillillia  Offline
Senior Expert

Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
ent_morph is also decent, provided all LOD entities are preloaded into memory. Ent_morph is better in some ways (such as the fact you don't have to set the positions of each LOD entity one by one in the script). If not preloaded into memory, it'll read from the hard drive and it could otherwise cause a slow down. Ent_morph, in general, if used properly, is better than simply turning the invisible flag on and off. With 1728 invisible entities, the rendering time is 0.2 milliseconds, virtually nothing. The experiment, however, didn't include calculating visibility with vec_dist for each object, but since that formula is relatively simple, that shouldn't cause a major slow down. You don't have to do it with each individual object, rather you only need to do it with one of the objects.


"You level up the fastest and easiest if you do things at your own level and no higher or lower" - useful tip My 2D game - release on Jun 13th; My tutorials
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