rocket 9 Posted November 6, 2008 I have been experimenting a lot with large objects, and I had a rear gun turret on the back of a large ship. Â Now the front turret was closer to the center of the object, and showed up fine. Â However, in the rear turret all the resolution geometry would disappear until you moved it around so it was seeing geometry near the center. I solved this by simply moving the model ten meters forward, thus about 3/5 of the model are forward of the center point, and the turret renders the resolution geometry in all its glory. It would appear that when rendering turret views, the engine always renders what's forward of a model, but behind, it culls faces based on distance from the center of a model. Edit: clarified I was talking about resolution geometry, and not the Geometry LOD. Share this post Link to post Share on other sites
[aps]gnat 28 Posted November 6, 2008 Hmmmm ... I've obviously played with a lot of large models and I'm not exactly sure what you are talking about Rocket You are saying "Geometry", but I can only guess you really mean "Resolution LODs". Share this post Link to post Share on other sites
rocket 9 Posted November 6, 2008 Sorry Gnat, yes - one has to remember though that the rest of the game's industry calls vertex information "geometry" generally. On most game's I've worked on we called the Geometry LOD a collision mesh. I'm still trying to find exactly why the engine decides to cull resolution geometry. For example, if I place my ship in specific locations on the map - you can see all the resolution geometry when in the front turret. But placing it in certain places, it culls the resolution geometry until you turn the turret right back towards the center of the object. Does anyone have a good handle on exactly how the engine decides to cull resolution geometry? I suspect its based on the center of a model, but it appears to be dependent on everything else it is rendering. Share this post Link to post Share on other sites
[aps]gnat 28 Posted November 6, 2008 Arh yes ... think I know what you mean. Had the same problem with the Kuznetsov CV. The main Resolution LOD was over 200m long and disappeared when you were looking at it from certain directions. Very annoying, especially when it wasn't a problem in OFP !! Only way around was to divide the Resolution lod into several bits and build them on the map. This worked for this static addon, but obviously wouldn't work for moving addons. Worst case you may have to consider using same sort of principles but "load" the resolution sections into 1 main "view" using PROXYs. i.e. a Bow proxy and a Stern proxy to have you addon made of 3 different Resolution LODs. Only problem then is, you'll have to have GEO Lod (collision) remain in the main addon, not the proxys. Oversized GEO LODs sort of work, sort of .... Share this post Link to post Share on other sites