nzhavoc
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If you are not getting shadows for your weapons in-game, here’s a fix I discovered that works (I don’t know if this will work for all models though, ie: tanks/aircraft/soldiers etc). Lets say you have a model with 6 LODs: LOD NAME FACES 1 0.350 828 2 0.500 432 3 0.700 224 4 1.700 60 5 6.000 12 6 9.000 0 plus : Memory : View-Pilot 1127 The first LOD to be read by OFP for a suitable “Shadow-caster†will be LOD “1â€. If you go into the game and see that you brilliant model has no shadow, it probably has something to do with this first LOD not being suitable for casting shadows because the face count maybe to high, (828). This is what you have to do: 1. Open your model in O2 and “D-Click†LOD 1 so this is selected 2. Open the “Named Properties†panel. If not already open 3. “R-Click†in the “Named Properties†panel and select new 4. In the top field type> LODNoShadow 5. in the bottom field type> 1 6. Press OK What we have done is prompted OFP to disregard LOD 1 as a shadow-casting LOD therefore skipping to the next LOD in order-of-degradation which is LOD 2. Now this LOD will be used for casting shadows……AAAHHHHAAAA you may ask. What if this did’nt work as well? Then you repeat the process for that LOD….Simple! Note: A simple rule-of-thumb is to repeat the above process for all LODs that have a higher face count than 300. Ideally, in this case, LOD 3 (224) would be the best choice for a Shadow-caster, so you would leave its “Named Properties†panel empty. You don’t have to worry about making entries into LODs below that count. I hope this has been of help. PS: the example LOD stats above is (I know) a rather inflated example for a weapon but it has served its purpose!
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If you are not getting shadows for your weapons in-game, here’s a fix I discovered that works (I don’t know if this will work for all models though, ie: tanks/aircraft/soldiers etc). Lets say you have a model with 6 LODs: LOD NAME FACES 1 0.350 828 2 0.500 432 3 0.700 224 4 1.700 60 5 6.000 12 6 9.000 0 plus : Memory : View-Pilot 1127 The first LOD to be read by OFP for a suitable “Shadow-caster†will be LOD “1â€. If you go into the game and see that you brilliant model has no shadow, it probably has something to do with this first LOD not being suitable for casting shadows because the face count maybe to high, (828). This is what you have to do: 1. Open your model in O2 and “D-Click†LOD 1 so this is selected 2. Open the “Named Properties†panel. If not already open 3. “R-Click†in the “Named Properties†panel and select new 4. In the top field type> LODNoShadow 5. in the bottom field type> 1 6. Press OK What we have done is prompted OFP to disregard LOD 1 as a shadow-casting LOD therefore skipping to the next LOD in order-of-degradation which is LOD 2. Now this LOD will be used for casting shadows……AAAHHHHAAAA you may ask. What if this did’nt work as well? Then you repeat the process for that LOD….Simple! Note: A simple rule-of-thumb is to repeat the above process for all LODs that have a higher face count than 300. Ideally, in this case, LOD 3 (224) would be the best choice for a Shadow-caster, so you would leave its “Named Properties†panel empty. You don’t have to worry about making entries into LODs below that count. I hope this has been of help. PS: the example LOD stats above is (I know) a rather inflated example for a weapon but it has served its purpose!