Difference between revisions of "HowTo:Add LODs"
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==See also== | ==See also== | ||
*See [[Development:Model Guidelines#Polygon/Vertex Count]] for guidelines on LOD polycounts. | *See [[Development:Model Guidelines#Polygon/Vertex Count]] for guidelines on LOD polycounts. | ||
+ | *See [[Terminology:LODs]] for a general explanation of LODs. | ||
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{{NAV_Manual | | {{NAV_Manual | |
Revision as of 13:47, 7 July 2007
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Adding Engine Glow ![]() |
Levels of Detail, or LODs, are used to help cut down strain on the engine. An LOD mesh is a simplified version of the high-detail (top-level) mesh. When an object is far away from the player, the engine switches to the low-poly LOD so it is easier to render.
It's easy to reference LODs from within the xmesh file of the top-level mesh. All you need to do is place an <LOD> tag somewhere betweeen the <mesh> and </mesh> tags. For example:
<LOD meshfile="1_1.xmesh" size="1600" />
Would reference a LOD to replace the current xmesh when the mesh occupies 40x40 pixels on the screen. (Size is the product of the pixel dimensions.)
Here is an example of the standard naming scheme for xmeshes:
- name.xmesh = the main mesh
- 0_1.xmesh = 1st LOD of main mesh ?? FIXME - check facts
- 1_0.xmesh = submesh #1
- 1_1.xmesh = the 1st LOD of submesh #1
- 2_0.xmesh = submesh #2
- 2_1.xmesh = the 1st LOD of submesh #2
- 2_2.xmesh = the 2nd LOD of submesh #2
and so on.
Note that when creating a BFXM file, only the top level xmeshes need to be appened. For instance, if you are compiling the mesh above, all you need to do is:
mesher.exe name.xmesh name.bfxm xbc mesher.exe 1_0.xmesh name.bfxm xba mesher.exe 2_0.xmesh name.bfxm xba
Mesher will automatically append all LODs.
See also
- See Development:Model Guidelines#Polygon/Vertex Count for guidelines on LOD polycounts.
- See Terminology:LODs for a general explanation of LODs.
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Adding Engine Glow ![]() |