Ok, LOD actually DOES happen on a model in the 3dskybox. When compiling
your model though, you'll have to take modify the LOD distance of it so
it corresponds with the scale of the model. So in your .qc, if you set
"$scale .0625", you'll need to adjust your LOD distance metrics
accordingly. So for example, my NORMAL excavator model has the following
options
$scale 1.0
.....
$lod 100
{
replacemodel "excavator-1" "excavator-1_LOD1"
}
$lod 256
{
replacemodel "excavator-1" "excavator-1_LOD2"
}
I then make a 3dskybox version simply by dividing the scale and LOD
metric by 16
$scale .0625
.....
$lod 6
{
replacemodel "excavator-1" "excavator-1_LOD1"
}
$lod 16
{
replacemodel "excavator-1" "excavator-1_LOD2"
}
I took screenshots so peeps would believe me
http://www3.telus.net/public/a6a91102/test90000.jpg
http://www3.telus.net/public/a6a91102/test90001.jpg
Minh wrote:
> oh for god sakes.. im just gonna test it right now.. be back in 10 minutes
>
> Jonas 'Sortie' Termansen wrote:
>
>> Usually models in the Skybox is relatively simple, the LOD will not give any
>> performance gain, or even make it worse, if the models are not complex
>> enough.
>>
>> ----- Original Message -----
>> From: "Jorge Rodriguez" <[email protected]>
>> To: "Discussion of Half-Life Programming" <[email protected]>
>> Sent: Monday, June 01, 2009 9:00 PM
>> Subject: Re: [hlcoders] LOD on models in the skybox?
>>
>>
>>
>>
>>> Christopher, with very large skyboxes it would make content creation much
>>> simpler if an artist could place the same object close to the skybox
>>> camera
>>> or far away and have the game automatically decide which LOD to use.
>>>
>>> --
>>> Jorge "Vino" Rodriguez
>>> _______________________________________________
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>>> please visit:
>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>>
>>>
>>>
>> _______________________________________________
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>>
>>
>>
>>
>
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