Sealife 22 Posted October 8, 2011 I m trying to create a clutter system that will put some detail back at a distance , my thinking is that if i create a model with blank faces at 0 - 30 meters or in the 0 -5-10-20 lods and then put some detail in the 30- 40 -50 lods ( less faces of course but detail txtures rather than opaque /alpha in the previous lods) it should work, however the engine seems to be drawing the blank faces right out to a distance of 250 + i have tried messing with LOD values and reducing but it doesnt seem to like any of it. is there any info or advice available that explains if clutter is different in terms of LODS to say vehicles units or buildings ? cheers in advance Share this post Link to post Share on other sites
[aps]gnat 28 Posted October 8, 2011 Unfortunately I've never seen (myself) a guaranteed way to have LOD switching at certain distances. In fact I believe if very likely to be uncontrolable as every user can have different Gfx details enabled and View Distances. And then theres Clutter .... who knows! Share this post Link to post Share on other sites
Foxtrop 10 Posted November 4, 2011 mmm I the only thing it comes to my mind is the mipmaps generated in the textures Share this post Link to post Share on other sites
Robster 11 Posted November 4, 2011 clutter display is generated according to each island config and as such is related to grid spacing and lco files, which both correspond to sat picture display also... so, clutter effect coming from an object at some distance certainly will have their own rules, but none of these will apply to real inmap clutter... Share this post Link to post Share on other sites