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G'day all,
This has bugged me for a long time.
With LOD in gmax, if I recall correctly, the value used in the name of your part in gmax eg. model_LOD_100 relates to the size in pixels on the screen. So if you have model_LOD_1000, that model will show when it almost fills full screen in 1024x768 and model_LOD_100 will display until the model fills 100 pixels in the screen.
I have noticed for obvious reasons that different resolutions have sometimes unwanted consequences for which LOD models display. I sometimes wonder why the LOD system values were not based on percentages of the screen resolution being used instead of pixel sizes because you will see you have very different results in 1024x768 and higher resolutions like 1600x1200.
For example, I am using an ultra high detailed apron texture I have just built and I am using LOD to prevent the high resolution texture appearing until after you touchdown and start taxiing (I would rather have a pause taxiing than on finals
). So my LOD_1000 apron poly uses the high res texture, LOD_800 uses a Gmax material at present but will have a low res version of my high res texture eventually. It works really well so far.
In 1024x768, it switches models when I intend but in 1600x1200, my high detail apron appears too early on finals. As a result, I am going to include an LOD for each resolution so users can set things up to suit their preferred resolution.
I can live with other models not displaying exactly when I want but for really important things like my apron, it is a bit annoying.
This has bugged me for a long time.
With LOD in gmax, if I recall correctly, the value used in the name of your part in gmax eg. model_LOD_100 relates to the size in pixels on the screen. So if you have model_LOD_1000, that model will show when it almost fills full screen in 1024x768 and model_LOD_100 will display until the model fills 100 pixels in the screen.
I have noticed for obvious reasons that different resolutions have sometimes unwanted consequences for which LOD models display. I sometimes wonder why the LOD system values were not based on percentages of the screen resolution being used instead of pixel sizes because you will see you have very different results in 1024x768 and higher resolutions like 1600x1200.
For example, I am using an ultra high detailed apron texture I have just built and I am using LOD to prevent the high resolution texture appearing until after you touchdown and start taxiing (I would rather have a pause taxiing than on finals
In 1024x768, it switches models when I intend but in 1600x1200, my high detail apron appears too early on finals. As a result, I am going to include an LOD for each resolution so users can set things up to suit their preferred resolution.
I can live with other models not displaying exactly when I want but for really important things like my apron, it is a bit annoying.
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