Battlezone Universe

Battlezone Universe => Battlezone 2 => Maps and Modding => Topic started by: bigbadbogie on October 04, 2008, 09:24:45 PM

Title: Help with LODs
Post by: bigbadbogie on October 04, 2008, 09:24:45 PM
I am kinda stuck with them.

I have this grass model which I want to disappear if I am 50 metres away, so I use a LOD1 model which is invisible, turn object detail to low and it does nothing.

I even tried to give it the same LOD1 as the ISDF pgen, same settings and all; no effect. This was with an ISDF pgen next to it by the way, and it was working fine.

Why is it not working?
Title: Re: Help with LODs
Post by: TheJamsh on October 04, 2008, 09:35:43 PM
you got the ODF file handy?

i do believe that there is a useLods entry in a certain configuration file, but now i cant remember. try having a look for it...
Title: Re: Help with LODs
Post by: General BlackDragon on October 05, 2008, 02:11:21 AM
perhaps plant class does not support lod?
Title: Re: Help with LODs
Post by: bigbadbogie on October 05, 2008, 03:15:08 AM
It is the ISDF pgen ODF with a different model.
Title: Re: Help with LODs
Post by: TheJamsh on October 05, 2008, 09:15:45 AM
try looking for

"dontshiftLod1 = 1" or something like that, usually that stops the lods working.
Title: Re: Help with LODs
Post by: bigbadbogie on October 05, 2008, 09:38:58 AM
Here is the ODF:

[GameObjectClass]
geometryName = "q2gpatch00.xsi"
classLabel = "powerplant"
geometryScale = 3.0

animCount = 0
animName1 = "loop"
animFile1 = "q2gpatch.xsi"

scrapCost = 0
scrapValue = 0
maxHealth = 100
maxAmmo = 0
unitName = "grasspatch"
heatSignature = 0
imageSignature = 0
radarSignature = 0
isAssault = 0
canInteract = 0
canDetect = 0
canCollide = 0
powerCost = 0

armorClass = H

explosionName = "qnothingexp"

[BuildingClass]

[PoweredBuildingClass]
detectRange = 100

[Lod1]
geometryName = "q2gpatchL1.xsi" ;geometry for lod1
distance = 30


Anything wrong?
Title: Re: Help with LODs
Post by: TheJamsh on October 05, 2008, 09:51:14 AM
no i dont think so. maybe geometry scale? thats wierd that is
Title: Re: Help with LODs
Post by: Avatar on October 05, 2008, 12:41:10 PM
Well, you'll only see the LODs shift if you have Object Detail on MED and move across the distance. 

On LOW I believe the engine uses LOD2 if it exists.  I'm not 100% sure about that but it seems I remember noting at one point that on LOW I was looking at all of my LOD2 models. 

Oh HIGH you only see the main models.

So, I think that you have to test LODs with detail on Medium.

-Av-

Right GBD?  lol...
Title: Re: Help with LODs
Post by: General BlackDragon on October 05, 2008, 01:53:16 PM
on HIGH i dont ever see LOD's

on med/low I see it shift to LODs.

Try turning ur object settings down.
Title: Re: Help with LODs
Post by: Nielk1 on October 05, 2008, 07:02:43 PM
I could have sworn I saw a LOD shift on High. Makes me wish the MRM line worked. Seems as if QF will be dropping polygons for years to come. :-P
Title: Re: Help with LODs
Post by: mrtwosheds on October 06, 2008, 06:30:40 PM
[Lod1]
geometryName = "dbclonl0.xsi" ;geometry for lod1
distance = 120                   ;bsphere under 200 pixel => switch to lod1
dontShiftLOD = 1

Is the full entry. some of it is missing.

this bit
;bsphere under 200 pixel => switch to lod1
dontShiftLOD = 1

Title: Re: Help with LODs
Post by: TheJamsh on October 06, 2008, 08:42:52 PM
interesting, i always thought that was a comment...

i guess LODS dont get much attention.
Title: Re: Help with LODs
Post by: bigbadbogie on October 06, 2008, 08:47:19 PM
Still no effect.

The ISDF pgen doesn't need dontShiftLOD = 1 and still works.

This is wierd.
Title: Re: Help with LODs
Post by: TheJamsh on October 07, 2008, 02:44:08 PM
very...