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Model Roots 1-3


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Posted

Hi there.  I'm hearing that entries "model_root_1," "model_root_2," and "model_root_3" are only used when the game needs to shift to lower-poly models.  Is this true?  Are there any other situations where the game needs to use these other model roots?  Would the game have to shift in situations other than having too many players in one map?  I ask because I'm contemplating just having a root_0 in the model I'm working on and my preliminary tests seem to indicate no adverse impact on the game, but I wanted to see what others thought.  Thanks in advance!

Posted

Lower levels of detail are also used for collision calculations. Omitting them can lead to crashes when the model gets hit by a saber/projectile, aside from the expected performance issues. Don't do it.

Posted

Also for distance rendering, I believe. Farther away NPCs would use the lower LOD, although I could be wrong. That's how it is in most engines, I assume Q3 would work the same.

Posted

Oh, of course, yes. I interpreted "need[ing] to shift to lower-poly models" to mean "as models become more distant", but in hindsight it was probably referring to lowering the max LOD level to improve performance.

So to be clear: One case where the game "needs" to shift to lower-poly models is for far-away models. How far exactly depends on your resolution, if I'm not mistaken.

I would recommend against omitting LODs for all but the simplest models.

Circa likes this

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