minilogoguy18 Posted February 10, 2014 Posted February 10, 2014 Figured this would be a good place to ask, from those who may have stumbled upon the code to see just how useful it can be. I pretty much just want to know if LOD's can be used on more things than just character models like we've only been using them on. I have a feeling if I try it on a vehicle it probably will work but also mainly want to know about map objects and weapons as well since they normally don't have a hierarchy structure like an animated object does. Thanks for any info. Boothand likes this
eezstreet Posted February 11, 2014 Posted February 11, 2014 Figured this would be a good place to ask, from those who may have stumbled upon the code to see just how useful it can be. I pretty much just want to know if LOD's can be used on more things than just character models like we've only been using them on. I have a feeling if I try it on a vehicle it probably will work but also mainly want to know about map objects and weapons as well since they normally don't have a hierarchy structure like an animated object does. Thanks for any info.You can use LODs on any Ghoul2 model, and patches (and MD3 models I think) have automatically generated LODs.
Tempust85 Posted February 11, 2014 Posted February 11, 2014 Afaik, MD3 don't have auto generated LODs.
Xycaleth Posted February 11, 2014 Posted February 11, 2014 Like eez said, any ghoul 2 and md3 models can use LODs. If you're placing the md3 in a map you'll need to add it as a misc_model_static otherwise the model geometry gets 'baked' into the bsp file (and therefore no LODs). Keep in mind as well that LODs for md3s are stored as separate files. Boothand and Tempust85 like this
minilogoguy18 Posted February 11, 2014 Author Posted February 11, 2014 What's the naming convention for the md3 LOD? Is it similar to glm where you add an underscore followed by a number?
Boothand Posted February 11, 2014 Posted February 11, 2014 There is something called q3map_surfaceModel in shadering, which draws models onto a surface after this recipe: q3map_surfaceModel modelpath density odds minscale maxscale minangle maxangle oriented. I tried to involve LODs with these md3 models: q3map_surfaceModel models/map_objects/bootland/trees/grasschunk1.md3 64 0.6 0.5 0.7 0 270 1q3map_surfaceModel models/map_objects/bootland/trees/sapling2.md3 1500 0.12 0.8 1.2 0 270 0 Xycaleth says that it needs to be a misc_model_static, otherwise it's baked in. Any idea if these surfacemodels get baked into the bsp, and if so a way around it? I would really like to use LODs with them, but it didn't work when I tried earlier like this (*_1. *_2 etc). I was told md3s don't support LOD.
Tempust85 Posted February 11, 2014 Posted February 11, 2014 For the DEMP2, it looks to be set like this: demp2.md3 - Original Meshdemp2_1.md3 - LOD1demp2_2.md3 - LOD2
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