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?
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...
perhaps plant class does not support lod?
It is the ISDF pgen ODF with a different model.
try looking for
"dontshiftLod1 = 1" or something like that, usually that stops the lods working.
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?
no i dont think so. maybe geometry scale? thats wierd that is
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...
on HIGH i dont ever see LOD's
on med/low I see it shift to LODs.
Try turning ur object settings down.
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
[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
interesting, i always thought that was a comment...
i guess LODS dont get much attention.
Still no effect.
The ISDF pgen doesn't need dontShiftLOD = 1 and still works.
This is wierd.
very...