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rds100

LOD switching problem with custom buildings.

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I made several models of walls (as a part of buildings). There is one problem - blur of vehicle and man, and another game objects, around of those

walls. What is the reason? I think, in resolution LODs, somewhere in neighbor and middle view, but what exactly? In O2Manual said, that "ArmA Engine selects the resolution LODs itself". I made wall 5x7 m, for 2 floors (height of 1 floor is 3,5 m). After, I put

5 those walls one on another, and get a part of wall of a 10-floor building (it like an industrial buildings-constructing technology) :)). And after that, in game, this problem appears.

This is a picture - http://rghost.ru/46196898/image.png. In it, image of tractor is crushed. (Left-view on the same place, all is OK - http://rghost.ru/46197807; right-view around that building - http://rghost.ru/46197855/image.png - there is no blur?? there is - http://rghost.ru/46198144/image.png) It problem appears around of those walls, I checked. P3d file of the wall - http://rghost.ru/46197012.

Please, somebody, try to help.

p.s. phrase "on the phone" in a title of a thread is a mistake, don't pay attention

Edited by rds100

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Im trying to understand your post, but I gather you're wondering why the tractor, and other vehicles/units suddenly become very low resolution models and textures when near your buildings?

It's the game selecting the level of detail based on the scene, the performance and how much it needs to calculate. Those buildings appear to be VERY numerous, and all in one scene. I also suspect you haven't added any level of details in yet, so the scene is having to display a lot of polygons across the entire view distance. Therefore, the game has decided to use the lowest resolution LODs of the tractor (and other vehicles/units) when near those buildings, because it is struggling to cope with the amount it has to draw/calculate per scene.

You need to create proper Levels of Details for the buildings, proper view geometrys, and more than likely cut down on how much of those buildings are open, enterable and how many faces you are using.

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suddenly become very low resolution

Yes-yes, I about that. Very low resolution. Tractor is only example, all another units becomes the same.

Yes, I try to make opened buildings, and make small town from them. Now I use minimum of details and faces, minimum textures, but already now problems appears.. That means, should be even less details? But, how many resolution-LODs should be, from 1.000 to 6.000? And how to define, how many faces must be in every next Res-LOD? I made simple models of walls with 0.000 LOD, Geo-LOD, Fire-Geometry LOD. When

saw this problem, I added res-LODs from 1.000 to 6.000 with low details from next to next, but it don't help yet.

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The problem lies in that there's a lot of things going on in the scene, so your computer is compensating by showing you the lower res versions of the vehicles/units/everything.

Resolutions LODs should, ideally, decrease by 50% untill they reach a face count in the low 100s. For example:

0.00 = 8000 Faces

1.00 = 4000 Faces

2.00 = 2000 Faces

3.00 = 1000 Faces

4.00 = 500 Faces

5.00 = 250 Faces

6.00 = 125 Faces

It obviously all depends on your model and how simple it is to cut 50% off each time - it's a guideline, more than anything. How many faces/polygons do you have per building?

Other than better resolution lods, you may have to consider reducing how much of the building is enterable, and making fare more simpler shapes. The problem with building cities is that there tend to be a lot of buildings, in the same place, all being rendered at once, and this causes issues, especially if they have a high polygon count and are enterable.

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In one building - about 3000 - 5000 faces, in high buildings even more. Yes, it really too much, I'll try to make less.

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