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Re: CORE Diplomat +1
Posted: 27 Aug 2008, 07:16
by MR.D
If the engine starts supporting LOD's for models, then sure why not use them.
If the scripts can be translated easily from LOD model to LOD, then its a piece of cake, extra work sure, but if it helps the game run more smoothly I'm all for it.
Re: CORE Diplomat +1
Posted: 27 Aug 2008, 15:07
by daan 79
i believed it was somehow allready possible.
And i was told blender does decimate models with ther textures easely.
But i think trepan knows about this.
Not sure any mod ever used it tho
Re: CORE Diplomat +1
Posted: 27 Aug 2008, 15:11
by Jasper1984
Pretty sure there is LOD, i asked someone once and i see trees swap models(am i right?), units swap to sprites when distance is very high. I am not sure how much work is involved in making different LOD versions, and setting the ranges, making sure movements stay in sync at different LOD levels. If it is a lot of work, and people want to do it, the often-used objects get better performance faster, of course.
That said, i am pro at saying, 'hey, this and that could be done better' at way higher frequency i contribute or am even capable of contributing. :)
Re: CORE Diplomat +1
Posted: 27 Aug 2008, 16:57
by FLOZi
There is limited LOD support hardcoded into the engine:
Terrain is LODed
Trees are LODed (default trees are totally seperate to any other model rendered in the game)
Units are rendered to a billboarded sprite above a certain distance (this doesn't work with s3o, hence the 'ugly grey squares')
Units become icons above a distance set by the user in the settings.
(This is what I've been lead to believe; any of it might be wrong

)
Proper LODed meshes for units are not supported except by coding it yourself in lua.
Re: CORE Diplomat +1
Posted: 27 Aug 2008, 23:51
by daan 79
Its done with Lua.
Its fully implimented and it should work.
Trepan made it and you can find topic somewher in Lua topics.
I not able to find his more comprehansible example yet tho.