Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: KARMA on April 10, 2003, 09:50:51 am
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i remember kazan saying that, althought you can convert a model that have more than 4 LODs, FS2 engine doesn't use more than 4 LODs
Can this be fixed? 4 LODs are enough for almost any ahip, ok, but it could be good to be able to use more lods on very big ships
Second point, lods distances and subobjects:
i guess that a subobject is rendered if all the LOD is rendered, so if i have lod0 with the subobject radar01a and the lod1 with radar01b, the engine switch from radar01a to radar01b only when it switch from LOD0 to LOD1
is this right?
if so wouldn't be possible to have the fs2engine switching from a subobject to the low detail version of the subobject INDIPENDENTLY from the rest of LOD, when the subobject distance reach the limit?
I think that this could make a big performance difference on very big ships (but will have almost no effect with the smallers).
When you are close to a colossus head, or when you are destroying the mega beams of a sathanas, there is no sense in rendering for example the small turretts near the back of these ships.
I may also build an high detail version of the sathanas frontal spikes that you will see only when flying close to them... using the same level of detail to render all the parts of giant ship when you are flying close has not much sense, in my opinion
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Thats a cool idea man! Yeah some programmer with some free time? thought not, GET ON IT:mad2:
:p j/k