DerFürst Posted January 3, 2015 Share Posted January 3, 2015 GLMs have LODs as part of the mesh already. MD3's do not. I read somewhere that having MD3's with LODs was as simple as creating the lower detailed model, then exporting it as "objectname_1.md3" etc and placing it right next to the original "objectname.md3" file. In engine, the game should know to replace "objectname" with "objectname_1" when viewing at a distance as it does for GLMs without any keys in the misc_model(_static) entity I'd hope. How does it actually work? Please explain as if I had never done this before if you know. Link to comment
Spaghetti Posted January 3, 2015 Share Posted January 3, 2015 I am very curious about this too, there are many applications where LODs are vital for performance. Link to comment
eezstreet Posted January 3, 2015 Share Posted January 3, 2015 What you've heard is correct. Simply adding a _1, _2, ... to each higher LOD (as the numbers increase, the detail decreases). Note that this doesn't work if you use the model as a misc_model, it has to be misc_model_static or misc_model_breakable Ramikad and Spaghetti like this Link to comment
Ramikad Posted January 3, 2015 Share Posted January 3, 2015 What you've heard is correct. Simply adding a _1, _2, ... to each higher LOD (as the numbers increase, the detail decreases). Note that this doesn't work if you use the model as a misc_model, it has to be misc_model_static or misc_model_breakable Precisely. Out of curiosity, do you know why it only works with these kind of models, and not with plain old misc_model? Link to comment
Xycaleth Posted January 3, 2015 Share Posted January 3, 2015 When you compile a map with misc_models, the model data is extracted from the model file and baked into the BSP file. The game doesn't even see that there was a model there as it's all part of the map. Ramikad and eezstreet like this Link to comment
Spaghetti Posted January 4, 2015 Share Posted January 4, 2015 Thanks for the help EZ, simple enough to remember. Link to comment
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