Author Topic: detail distances for subobjects?  (Read 4049 times)

0 Members and 1 Guest are viewing this topic.

Offline Nuke

  • Ka-Boom!
  • 212
  • Mutants Worship Me
detail distances for subobjects?
currently subobjects inherit the lod of the parent ship, but is it possible to give each subobject a set of lod distances? it would allow for more detailed turrets without slowing down the game by loding them based on distance to them, rather than the parent hull object. lets say you had a colossus sized ship with about a hundred super detailed turrets. say your ship was within the detail distance for the ships first lod, however since the ship is big then turrets on the other side of the ship, several klicks away, will be rendered at detail 0. this doesnt make any sense. those turets should render at a lower lod.
I can no longer sit back and allow communist infiltration, communist indoctrination, communist subversion, and the international communist conspiracy to sap and impurify all of our precious bodily fluids.

Nuke's Scripting SVN

 

Offline Aardwolf

  • 211
  • Posts: 16,384
Re: detail distances for subobjects?
Isn't that basically what detail boxes do?

 

Offline Dragon

  • Citation needed
  • 212
  • The sky is the limit.
Re: detail distances for subobjects?
Amaterasu works this way, that's exactly detail boxes.

 

Offline chief1983

  • Still lacks a custom title
  • Moderator
  • 212
  • ⬇️⬆️⬅️⬅️🅰➡️⬇️
    • Skype
    • Steam
    • Twitter
    • Fate of the Galaxy
Re: detail distances for subobjects?
Yup, detail boxes.
Fate of the Galaxy - Now Hiring!  Apply within | Diaspora | SCP Home | Collada Importer for PCS2
Karajorma's 'How to report bugs' | Mantis
#freespace | #scp-swc | #diaspora | #SCP | #hard-light on EsperNet

"You may not sell or otherwise commercially exploit the source or things you created based on the source." -- Excerpt from FSO license, for reference

Nuclear1:  Jesus Christ zack you're a little too hamyurger for HLP right now...
iamzack:  i dont have hamynerge i just want ptatoc hips D:
redsniper:  Platonic hips?!
iamzack:  lays

 

Offline Dragon

  • Citation needed
  • 212
  • The sky is the limit.
Re: detail distances for subobjects?
If you don't know about what we are talking, check here: http://www.hard-light.net/wiki/index.php/Detail_box
TSJ Amaterasu (example of usage of this feature): http://www.freespacemods.net/download.php?view.533
Texture update (fixes a handful of problems with Amaterasu, including missing texture): http://www.freespacemods.net/download.php?view.534

 

Offline Nuke

  • Ka-Boom!
  • 212
  • Mutants Worship Me
Re: detail distances for subobjects?
youre all missing the point. the point is the current way lods for subobjects are handeled sucks. detail boxes really supports 1 or 2 lods. by allowing detail distances for each subobject, you can have more than 2 lods. transitions between lods would be smoother. you wont spend hours setting up hundreds of boxes. further more this can be used with older and existing models just by adding one line for each subobject in the table, rather than editing hundreds of objects in pcs2. you could easily cull hundreds if not thousands of unnecessary polygons from the scene. detail boxes were, cute, however i dont think the idea was thought out very well.
I can no longer sit back and allow communist infiltration, communist indoctrination, communist subversion, and the international communist conspiracy to sap and impurify all of our precious bodily fluids.

Nuke's Scripting SVN

 
Re: detail distances for subobjects?
I agree. The detail boxes are a bit awkward

 

Offline chief1983

  • Still lacks a custom title
  • Moderator
  • 212
  • ⬇️⬆️⬅️⬅️🅰➡️⬇️
    • Skype
    • Steam
    • Twitter
    • Fate of the Galaxy
Re: detail distances for subobjects?
I wish the data were in a table and not the model file, model data seems like a bad idea in general to me.  Expanding detail boxes to allow more than just a min and max would be nice though.  But you still have to set up every one of them independently so it's not much faster or anything.
Fate of the Galaxy - Now Hiring!  Apply within | Diaspora | SCP Home | Collada Importer for PCS2
Karajorma's 'How to report bugs' | Mantis
#freespace | #scp-swc | #diaspora | #SCP | #hard-light on EsperNet

"You may not sell or otherwise commercially exploit the source or things you created based on the source." -- Excerpt from FSO license, for reference

Nuclear1:  Jesus Christ zack you're a little too hamyurger for HLP right now...
iamzack:  i dont have hamynerge i just want ptatoc hips D:
redsniper:  Platonic hips?!
iamzack:  lays

 

Offline Nuke

  • Ka-Boom!
  • 212
  • Mutants Worship Me
Re: detail distances for subobjects?
placing the detail box in the table sorta helps, but still you would be stuck with just 2 lods. expanding it to allow more. possibly having 2 detail boxes per object, one positive and one negative would improve the system. doing the same thing with detail spheres could also work. but its still a lot of setup. you could simplify the math involved by instead of using 2 vectors each, place the box around the geometric center of the sub object, with a width, length and height specification (or radius in case of sphere). at parse this would be converted into two vectors, so internally the system would remain the same. the modder would only need to enter 3 numbers for each box.  this i could probably live with.

but i still think that if its possible my original idea should be used regardless of whats done with detail boxes. it would allow better loding with a lot less setup, freeing up a modders time for there tasks (like debugging their mods :D).
« Last Edit: July 07, 2009, 12:50:49 pm by Nuke »
I can no longer sit back and allow communist infiltration, communist indoctrination, communist subversion, and the international communist conspiracy to sap and impurify all of our precious bodily fluids.

Nuke's Scripting SVN

 

Offline Aardwolf

  • 211
  • Posts: 16,384
Re: detail distances for subobjects?
Part of the reason for the way it works now is so that you can do things like long tube-shaped detailed areas (e.g. fighterbays) without having them be fully detailed anywhere other than inside and past the ends.

 

Offline Nuke

  • Ka-Boom!
  • 212
  • Mutants Worship Me
Re: detail distances for subobjects?
im not saying they dont have their uses. im just saying their not good for detailing common subobjects. for something thats inside the ship where the detail box protrudes some area, then that is the perfect use for a detail box. they are not useful for using on every subobject on a colossus sized ship.
I can no longer sit back and allow communist infiltration, communist indoctrination, communist subversion, and the international communist conspiracy to sap and impurify all of our precious bodily fluids.

Nuke's Scripting SVN

 

Offline Nuke

  • Ka-Boom!
  • 212
  • Mutants Worship Me
Re: detail distances for subobjects?
since this didnt go anywhere, and its still something i think the engine seriously needs. what would be the best way to implement such a feature, and is it even possible without a major overhaul?
I can no longer sit back and allow communist infiltration, communist indoctrination, communist subversion, and the international communist conspiracy to sap and impurify all of our precious bodily fluids.

Nuke's Scripting SVN

  

Offline Aardwolf

  • 211
  • Posts: 16,384
Re: detail distances for subobjects?
Why not do an all-out BSP/Octree/some other tree-based system to do dynamic LOD'ing? It would of course require precalculated data, which might possibly be generated much like the stuff that always ends up in /cache

It would be a bit of a hefty job to implements, but ... any thoughts?