LOD: Difference between revisions

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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]]).
* Must be closed and convex ([[Validating Geometries]]).<br>
[[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.
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Revision as of 04:56, 26 July 2006


What's a LOD?

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.

<resolution>

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.).
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

Geometry

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 ComponentXX (where XX is a 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

Defines where the model will collide with bullets & rockets. If this LOD is not present the Geometry LOD will be used instead.

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.

Hit-points

Hit-pointLODs define, via unconnected named vertexes, where certain destroyable parts of a model are (e.g. wheels, lights, etc.).

Memory

Named Selections that are used to define lights, vehicle entry points, etc., as well as control points for Animations.

Paths

On models that will be navigated by AI units (e.g. buildings), the paths have to be defined with this LOD.

Roadway

If a units is supposed to be able to stand on top of a model, that surface has to be defined by a RoadwayLOD.

Make sure that a RoadwayLOD doesn't overlap with a GeometryLOD, or the unit will start to wobble at those points.

LandContact

Where the object touches the ground. (Defined by single vertexes per contact point.)


ViewGeometry


View - Cargo

Truck-View-Cargo.jpg

What a co-driver or cargo passenger can see of the model.

View - Cargo - Fire Geometry


View - Cargo - Geometry


View - Commander


View - Commander -Fire Geometry


View - Commander -Geometry


View - Gunner


View - Gunner - Fire Geometry


View - Gunner - Geometry


View - Pilot

What the driver can see of the model.

View - Pilot - Fire Geometry


View - Pilot - Geometry