Gen.Carnage 0 Posted April 25, 2002 Hi, i've managed to bring this skinned model into oxygen, even with its textures on it. But from there everything goes blank for me.... i have not been messing around with modyfying demo models and all that, so i seem to have missed out on some basics. What is geometry lod, and what should be put in fine geometry, , what does landcontact exactly entail, the memory lod totally goes over my head, what meshes are needed for the pilot view etc etc. Can anyone help me to some webpages or something so i can learn all this? Share this post Link to post Share on other sites
VipHeart 0 Posted April 26, 2002 As I've been messing up with demo models for a long time I can give you a short summary: LODs (level-of-details) are a efficient way to save processing power. As OFP often displays/renders several dozen models at a time and from several different views the engine uses a system to work more process efficient. It makes no sense to render a blackhawk with full details when it's only visible on the horizon. It also makes no sense to render the tail rotor when you sit in the cockpit. That's why there are several different LODs for the different views (cargo view, pilot view, 3rd person view and several LODs for the distance of the object). The farer (?) away the model is, the less detailed is the LOD. Depending on which type of model you have different LOD counts. As helicopters and planes are visible on long distances, and are indead evry complex models, they have several different LODs (up to 15/16 i think). On the other hand weapons are only visible on closer distances and are less detailed anyway - that's why the only have about 6 LODs. While a helicopter's mass must be processed by the engine to simulate the starting, landing, crashing and velocity, aswell as speed, a weapon doesn't need any of these abbilities (only the recoil). That's why more complex models have mass/geometry LODs - for example to help the engine process their (dynamic) crash deformation. Hope this helped you little bit. Share this post Link to post Share on other sites
Gen.Carnage 0 Posted April 26, 2002 Thank you very much for taking the time for me to explain this, much appreciated. I sort of gathered the idea behind the different LOD's, what i actually meant to ask is how to use them correctly in ox. Is there a list of detailed explanation for every possible LOD somewhere? and also, what defines the locations of the gunner commander and driver in the lod? I must sound like some noob, and a way, i am. I modelled for many years, using autocad. Now i found a use for the models in a game, so i import them into 3dstudio and from there into ox. But from there i don't know anything about implementing a model into ofp. Share this post Link to post Share on other sites