So, LODs are meant to facilitate ship appearance once it get in range of view, especially ones with complicated models.
Not sure if I can write word-by-word tutorial, because I haven't understood it myself completely... But I can give some tips about how to:
- be sure your LODx (where x is a number from 1 to 3 or 4) model has low polycount and looks similar to the LOD0 (original) at needed distantion (3k, ect).
- You can use different textures for your LODx, but be sure you have added them to your ship's .mat file.
- Use the same group names (and, probably, number of groups, I don't know exactly, my only model with LOD1 is made of one group).
- Use lates .cmp exporter (v 0.3, or something) though it has issues with scaling output model, so you need to scale up your model by 92 times (check the default value of cmp exporter) to neutralize scale-down effect of that exporter.
- Use *add to/modify .cmp* instead of *create new .cmp* option to add LODx to current model, don't forget to select needed LODx value ( If for ordinary model we chose LOD0, so for the first low quality model we will select LOD1 option, for next one LOD2 and so on), use same *back to front* or *upside down* options and group numbers as you have choosen for your LOD0 (Though I never made a poly-grouped models, not sure). Basicly you do the same procedure as for ordinary model, with only difference that you are adding exporting model to existing .cmp ( in UTF edit you can check your .cmp - under one model group node there will be level 0, 1 and so on sub-nodes (see above I mentioned to use same group names)).
- Don't forget to add necessary values in shiparch.ini LOD distance line.
Current no-LOD disco modes have 0, 9999 values, which means that from 0 meters to 9999 meters you will be seeing LOD0 (original model).
If you want to add only one LOD (LOD1) you need to add distance value, at which your LOD1 will appear:
0, 3000, 9999 - meaning that from 0 to 3000 meters you will be seeing LOD0, and from 3000 to 9999 - LOD1. Add more values once you add new LODx's.
Questions and suggestions are appreciated because It is only a set of tips but not a complete tutorial.
You can't see LODs with turret zoom, give your model to NPCs to check LODs or put low value at .ini (-100 - 300 meters) and watch launching or landing planet scene.
Alternatively, declare the model as a solar and put it in as a static object - and you can test what values appear to be reasonable for what distance on your model by simply flying away from it/toward it in cockpit view.
Wide awake in a world that sleeps, enduring thoughts, enduring scenes. The knowledge of what is yet to come.
From a time when all seems lost, from a dead man to a world, without restraint, unafraid and free.
Mostly retired Discovery member. May still visit from time to time.
' Wrote:Alternatively, declare the model as a solar and put it in as a static object - and you can test what values appear to be reasonable for what distance on your model by simply flying away from it/toward it in cockpit view.
Also don't forget about all necessary .ini changes.