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Foxyy

Proxy LODs

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I'm trying to build a model from a set of components for reuse purposes. Say i take a weapon model and separate the magazine, so that i have all the appropriate LODs (resolution, view, shadow) and save that. Now i want to use that magazine model in multiple different weapon models so i create proxies in each of them. Now the problem i encounter is that the highest LOD from the magazine model is always displayed. So can i, and if so, how do i select which LOD of the proxy model is used each time? Or do i have to make separate models of each magazine LOD and create proxies to those?

Edit: It seems to work ingame, even though it didn't in buldozer. However now everything works fine when using the weapon, but when dropped on the ground the proxies no longer render.

Edit: Animations don't seem to work when using proxies. For instance the magazine is not hidden when using a proxy. (I have a named selection which includes the proxy)

Also the ingame LOD seems to decrease earlier than it should. http://i.imgur.com/SlrivI2.png

Edited by Foxyy

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yes animations dont work well withing a proxy, but you can animate a whole proxy i think, example being the rotating rotor blur on helicopters. you can make this spin as a whole, by including it in a selection of your main model that is animated to spin, BUT you could not have parts of it do anything separate as they are not managed in the skeleton etc.

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That's exactly what i did. Basically what i've done is, i took the M14 AIM model, separated the magazine into its own model, and created a proxy to that. I also used the exact model.cfg of the M14 AIM.

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Each proxy has its own .p3d set, res lods, shadow, etc. You probably cant see past the first in buldozer because you havent reached the 2nd view distance (only a guess)

Animated proxies are trickier. If a animated proxy has multiple parts, then each named selection must be proxied in to get proper anims (a2 m134 minigun for example)

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Each proxy is only a single part. The animations work when not using a proxy. I have made two videos demonstrating the issue.

Body is a proxy, the animated parts are not.

All parts are proxies.

As you can see, when using proxies the animations stop working, and when the weapon is placed on the ground, the proxies disappear.

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