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Generate lod msfs 2024

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france
Hello everyone, i vould make differents lods from my 3d model from blender 3.6 for msfs 2024. Could you help me, i search a quick solution.
 
Could you explain please. I have a collection of Object : collection tour, object 1 glass, object 2 bar etc... How can i make different lods from collection of object ? Could you help me with screen
Screenshot 2026-02-27 155822.png
 
Easiest way is to load your blender generated GLTF into MCX and use the LOD generator......piece of cake. When exporting the gltf, click generate XML option with Limit MinSize option.

You're welcome :-)
 
Easiest way is to load your blender generated GLTF into MCX and use the LOD generator......piece of cake. When exporting the gltf, click generate XML option with Limit MinSize option.

You're welcome :-)
how lod generator work please ? I dont have option to generate xml option with limit minsize. (i dont understand what minsize is ?)
 

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ok thank you very much. How can I find out or adjust the distance at which the object's level of detail changes? i dont have understand this point. Exemple i can see at 1m my object with 120 000 triangle but how meter for my object with 60 000 triangle ?
 
ok thank you very much. How can I find out or adjust the distance at which the object's level of detail changes? i dont have understand this point. Exemple i can see at 1m my object with 120 000 triangle but how meter for my object with 60 000 triangle ?
Thats where the xml file comes in , you need to do a little bit of coding.
 
ok thank you very much. How can I find out or adjust the distance at which the object's level of detail changes? i dont have understand this point. Exemple i can see at 1m my object with 120 000 triangle but how meter for my object with 60 000 triangle ?
MCX does that for you automatically within the generated xml.....thats the beauty of it

For msfs2024 its an equation that mcx approximates very well.
 
For msfs 2024 you should really set all the minSize to zero, the game will handle the Lod switch when the limits are hit
My Lod video was made for 2020 😅

You can always set Lod limits above the hard coded ones, but this requires you to look at the appearance of the object in the game and say, hey, at that distance I don't see any details, so I can switch to a lower Lod (less details -higher Lod Number) and save on performance

Be wise when doing Lod blindly, the decimate.modifier helps, but is very fast at breaking geometry and UV layout
Good Lod making is adjusting manually the model for each Lod, and often creating it from scratch (especially for lower detail lods)
 
Hello, thank you in first time. I have generate 4 lods with MCX and generate the xml

<?xml version="1.0" encoding="utf-8"?>
<ModelInfo guid="{46cbe588-8fd7-4c1c-a1f8-cc7ad1437d52}" version="1.1">
<LODS>
<LOD minSize="60" ModelFile="ballefoin_LOD0.gltf"/>
<LOD minSize="40" ModelFile="ballefoin_LOD1.gltf"/>
<LOD minSize="20" ModelFile="ballefoin_LOD2.gltf"/>
<LOD minSize="5" ModelFile="ballefoin_LOD3.gltf"/>
</LODS>
</ModelInfo>

i have respected all number of triangle and vertices by LOD (see screenshot)
i have put export files in modelib folder (source)
i have build the project
But when i debug lod i see only lod 0. Could you help me (see screenshot)
 

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Are the gltf's in your project folder?

Respecting the LOD values makes no difference, they should still be loaded by the sim (even though they may not display).
 
Are the gltf's in your project folder?

Respecting the LOD values makes no difference, they should still be loaded by the sim (even though they may not display).
Hello. all files (ballefoin_LOD0.bin. ballefoin_LOD0.gltf, ballefoin_LOD1.bin, ballefoin_LOD1.gltf etc) are in \PackageSources\Scenery\lflxx\MyModelLib\models\ballefoin
 
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