LOD: Difference between revisions
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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 Selection|Named Selections]] ( | This LOD shouldn't contain any empty [[Named Selection|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: [[Operation_Flashpoint:_Resolution_LOD_Samples | 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: [[Operation_Flashpoint:_Resolution_LOD_Samples | Resolution LOD Samples]] | ||
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Defines where the model will collide with other objects.<br> | Defines where the model will collide with other objects.<br> | ||
Should be '''very''' simple, and has to fulfil the following criteria in order to work: | Should be '''very''' simple, and has to fulfil the following criteria in order to work: | ||
* Object must be [[Named Selection | named]] ComponentXX (where XX is a number between 01 and 99). | * Object must be [[Named Selection | named]] ComponentXX (where XX is a consecutive number between 01 and 99). | ||
* Must have 'Mass' (Alt-M). | * Must have 'Mass' (Alt-M). | ||
* Must be closed and convex ([[Validating Geometries]]). | * Must be closed and convex ([[Validating Geometries]]). | ||
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== View - Cargo == | == View - Cargo == | ||
[[Image:Truck-View-Cargo.jpg|right|thumb|150px]] | [[Image:Truck-View-Cargo.jpg|right|thumb|150px]] | ||
What a | What a cargo passenger can see of the model. | ||
<br clear="all"> | <br clear="all"> | ||
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== View - Pilot == | == View - Pilot == | ||
What the driver can see of the model. | What the driver co-driver or can see of the model. | ||
<br clear="all"> | <br clear="all"> | ||
Revision as of 03:41, 30 July 2006
What's a LOD?
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>
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.
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
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 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
Defines where the model will collide with bullets & rockets. If this LOD is not present the Geometry LOD will be used instead.
- Must be closed and convex (Validating Geometries).
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
What a 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 co-driver or can see of the model.
View - Pilot - Fire Geometry
View - Pilot - Geometry