#Do i need to make LODn for all objects?
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Que, so
you'll want to effectively make sure every mesh has a _LOD0 suffix after it
otherwise like I said, you'll the max vertex count at what ever your view distance it set to
take for example this simple barn
(also take note of the vertex count of 42500 at LOD0)
So every LOD has the 3 meshes
(Except for the last one because that's effectively a giant rectangle)
Butt each mesh is effectively duplicated, and then decimated
Each mesh is then assigned a LOD number based on their level of detail
The further out, the few vertices render (the better performance)
Like maybe one house with a few bad objects won't be tooo painful
but if you build a city a lot of laptops will catch fire, and xboxes turning into toasters
also if yo udon't put _LODx after an object it treats it like LOD0
and so renders at the max view distance someone has set
sorry I'm really tired and maybe just actually read your message correctlyh
or not let me process it
Thanks man! I just tried, got it "working".. but the actual view distance isabit fucked up xD
to clarify you're asking if you like make the outers wall LOD1
and then made inner details LOD0 if that'll work?
Yes ๐
And it did ๐
But the view distance is wierd =/ i think i have to move the objects in Blender for the LOD factors to work properly??
There you go.. the LOD Factors are weird but now i got result ๐ one min ๐
ye lod factors are supposedly a calculation of vertex count (more vertex, more distance LOD0 will change), zoom, and maybe object detail
but as an example
The left image has my special BOX and it's named without a suffix of any form
and by default it gets slotted in to LOD0, so when LOD1 hits...
BOHEMIA STEALS MY SPECIAL BOX
Haha
Now i have to make LOD for the windows i got in the Prefab which this thing is in.. thats quite many Vertices if i count up the windows..
uh
you probs wanna make the windows disapear at like LOD 4-5
effectively building become box
because someone inside could just start shooting and if they're not hugging the window you will never see where they're shooting u frum
also gl because my knowledge of buildings is smol
not an architecural engineer :(
butt
I will say
you can leave some smaller details out in the higher LODS
like the windows you mentioned
I'll look on a example building ๐
Huh.. that church i got in background.. 170000 vertices at LOD0.. my thing have 12000 xD
ye that's probably the best thing to do
see what BI did
for example, left to right should be less shitty to shittiest (LOD0, LOD4, LOD5)
ye
there's a reason the one with the organ in it has usually 1 (or 2 I don't count) per map
and that's just the base building, nothing inside it quite yet (such as furnature)
Thanks for the help man ๐