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When in the Geometry LOD is this the only way to get borders to work properly - ..

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Hello

I just have to ask this as it's still fresh in my mind while working in O2 right now.

I've been messing with O2 now for a week or so, went through all of Gnat's you-tube Tut's, then went strait for the old Ofp tut's, all of which I've done thus far have worked perfectly except for one major issue.

This is in relation to making a building with a multi room interoir -

In the Geometry LOD, I have found that if I copy and paste the original (000.00 Lod) created model pieces strait into Geometry Lod, that the borders do not function properly *in game* unless I still go through the process of removing the newly copied faces, and to be safe I remove any un-needed vertices as well, and then re-contrstruct the faces using the remaining points. And then finally of course generate the new list of components.

I tried what was suggested in the Tut originally (old ofp Tut), and just copied everything strait in, left it all as is, generated the new components, and tried in game... Was able to run through every wall. After re-doing all of the faces myself in the Geo Lod, along with simplifying the structure, it worked perfect in game.

So, unfortunately it seems that the original faces copied into Geometry from another LOD (000.00) do not register properly... This is merely my *assumption* from what I have experienced so far.

Can I ask you guys that are a heck of alot more experienced with all of this than me, is this correct? And a real important question here guys, are we restricted to re-doing the faces only in the Geometry LOD to get things to work in game? This question is so huge, because right now I'm working with a semi complex model, and it is alot more tedius having to re-work all of these faces in only one LOD all at once, rather than in pieces where things would be alot more simple.

Much appreciate any info on this, I'd very much welcome a more refined and 'efficient' method of working the Geo Lod model rather than fighting with all of the faces and points in one combined instance.

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The GeoLOD has to have the following traits:

* It must be simple.

* It must have all of its components marked as named selections via the 'find components' command.

* It must be only convex geometry.

* You must also assign mass to the vertices.

If you download the ArmA 1 example models you can see how a geoLOD should be made. Likely, you would have to build all new geometry.

http://community.bistudio.com/wiki/LOD#Geometry

Edited by Max Power

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Hey thanks for taking the time to reveal that very good to know info plus the link there which has been book marked, alot of great info on that page.

It sounds like it is not needed for me to be removing all of the faces and redoing them in some instances, as it sounds like it's simply coming down to the structure form itself merely complying with the requirements for the Geo lod.

Yes, got all of the current Arma sample model packs, which have been very helpful references indeed.

Cool, hey thanks again :)

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