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Rotated LOD???

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unitedkingdom
Hi

Although my model seems fine in Gmax when I export it the LOD_50 model is rotated 90 degrees on its side.I followed the SDK on creating LODs to the letter so I have no idea why this is happenning but it must be something that I'm doing wrong as it happens everytime I try it.Please assist. :o

Thanks

Vincent
 
Ok. I found the problem. I was linking the lod_50 to the dummy object as well. :rolleyes:
having one of those days

Vincent
 
But you are supposed to link all LOD objects to the dummy object, not? I was just testing LODs a bit this week and that is what I did at least (and it worked).
 
All LOD levels need to be linked to the dummy. If you do not link them, they do not show up.
 
They do show up if you do not link them, but then they show at all distances, so it is not a LOD anymore. At least that is what my little tests have shown.
 
Yes, I was thinking of using this method to show some parts of the scene all the time and let the detail pop in by assigning them to a LOD. But this does not really work (yet) :).
 
Thanks guys

Well at least thats how I thought I had fixed the problem :o .must have been a fluke.
I have other models I want to add a Lod to so I'm going to have to master this anyway.

I have a question though. What is the smallest Lod level you can use.so far I have only tried _LOD_10.Can you go below that to say _LOD_ 02?

Vincent
 
As far as I know you can only choose from 10, 20, 30, ..., 80, 90 and 100. This already gives you ten different levels, should be enough for some framerate control :).

This thread by Dick is interesting as well, it lists the resolutions that are used for the different LOD models.

http://www.scenerydesign.org/forum/showthread.php?t=272
 
Hi Arno

Thanks. very interesting information. The problem though is that my object is very large ( over 100m square) and there are a lot of them.If I use LOD_10 for the lowest detailed model there is a very noticable LOD POP at about 3km out as it changes. ( around the distance Dick describes)
I really need to have it change much further away at about 5 or 6km.
Can you think of any trickery to achieve this. :stirthepo

Vincent
 
You can always change the values in the VSize command in the source to get a different distance of course. But I don't think GMax can do this for you, would be some code tweaking in the end.
 
Still Rotated

Hi

I'm afraid I just don't seem to be able to get my LODs to not flip through 90 degrees and I'm going to have to ask for some help.I've attached the gmax file of my object less textures which contains 3 lods ( 100/30/10 )
If I can't get this part working correctly I won't be able to start playing with the LOD POP distances.I'm assuming it has something to do with linking or the order of linking.(how do you view the object links in Gmax?)as each LOD will show correctly except it is rotated.

Thankyou

Vincent
 
Hi Vincent.

I'm not sure why you linked anything.

Each LOD is a unique object... it doesn't need linking at all.

What I've been doing is saving each LOD as a separate gmax file. Each gmax file is named like:

Test_LOD_100.gmax

... and that file contains:

Test_LOD_100

as an object ( with it's own unique materials if needed ).

I do the same for each LOD I want. I've used LODs from 600 to 1 without problem. I think we can go higher. Much depends on your Display resolution, window size, FSzoom factor....

I then start a NEW gmax project, and MERGE in my various gmax LODs. I make sure the materials are OK ( they should be ), then I save my final project as:

Test.gmax

... and export the MDL as Test.mdl
 
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That's interesting Dick. The tutorial says that all the LOD objects should be linked to the Dummy object. Ideas?
 
Hi Nick.

The Tutorial is overly complicated. No linking or dummies are needed.

I did try a dummy, saved by itself as Test_LOD_5... as I expected, the object disappears at the LOD_5. ( Might be usefull! )

LODs.jpg


Dick
 
Hi Dick :wave:

I too had been following the tutorial.Unfortunately even when using your much easier to understand method of LOD creation the same 90 degree rotation is occurring.My model contains two attach points, seasonal variation tweaks and kill shadow asm tweak but other than that it is relatively simplistic.I have attached a zip with the gmax files and asm tweaks if you would be kind enough to take a look.The ability to achieve this is essential for my project and I've been at it for days so I'd be more than grateful.

Vincent
 
Hi Vincent.

The gmax files are doing strange things in my sim as well. :(

I did note the many groupings of planes, and that may be causing a problem.

I'll work a bit more with it.

Dick
 
Hi Vincent.

I think I have it.

I exploded your separate groups, then attached the planes back together for each grouping. I ended up with 3 LOD-named parts, and 2 attachpoints.

Careful with the names:

Large_LOD_100
Medium_LOD_030
Small_LOD_010

...are good choices. Note the suffix is LOD_030... not LOD_30 !!!!

The attachpoints shouldn't be tied to an LOD !!!!

Even with the above names for the different LODs, you can compile as FST1002.mdl, and all will be fine.

FST1002_Parts.JPG


Dick
 
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