Author Topic: LOD Error  (Read 1445 times)

0 Members and 1 Guest are viewing this topic.

Offline Molaris

  • 27
ok, so I'm getting sick of the 119 errors on my mod I threw together, and since "most" of them are LOD errors complaining about no 3rd/4th detail set, how do I fix that. I think I saw a file that set them up a while ago in a different mod, but I just am seeking clarification. Didn't see much on the wiki when I searched for "LOD" or "Level of Detail". What am I missing?


Molaris
"Hey, Mike, you think you can toss me my calculations? Thanks! Ah, here it is: "Breach Hull - All Die." Even had it underlined!" -Crow T. Robot-

 

Offline Droid803

  • Trusted poster of legit stuff
  • 213
  • /人 ◕ ‿‿ ◕ 人\ Do you want to be a Magical Girl?
    • Skype
    • Steam
(´・ω・`)
=============================================================

 

Offline Nyctaeus

  • The Slavic Engineer
  • 212
  • 800k tris ships achieved!
    • Exile
Option 1

1. Make a file named "UFOPorno-wxp" in your Tables folder.
2. Give it "tbm" extension.
3. Open it.
4. Write something like this:
Code: [Select]
#Start

$Name: ehit-orange
$LOD: 1

$Name: ParticleSmoke01
$LOD: 1

$Name: SubachHl9_hit
$LOD: 1

$Name: Dazzler_Impact
$LOD: 1

$Name: Kratos_Impact
$LOD: 1

$Name: Shrike_Impact
$LOD: 1

$Name: Incisor_Impact
$LOD: 1

$Name: exp_plasma
$LOD: 1

$Name: Shivan_Impact02
$LOD: 1

$Name: bexp04
$LOD: 1

$Name: exp04
$LOD: 1

$Name: ElecM-Impct-Js
$LOD: 1

$Name: YarFlak
$LOD: 1

#end

This table defines something in explosion of your weapons. I don't know how this work, but it's required if You have custom weapon explosions. If it's not obvious, you may set different name. "-wxp" entry and "tbm" extension are the most important.

Option 2

1. Open buggy model in PCS2
2. Check how many Level of Details it has.
3. Find it's entry in ships table.
4. Find $Detail distance.
5. Set proper LOD count. The numbers of this are distances that tells engine from what distance each LOD is displayed. If your models has four lods [it should], set four entries.
Keep in mind that this is altering, depending on size of the model. For example, this is for fighter:
Code: [Select]
$Detail distance: (0, 40, 80, 220)And this is for 1km vessel:
Code: [Select]
$Detail distance: (0, 1500, 8000, 12000)I hope that help.
Exile | Shadow Genesis | Inferno | Series Resurrecta  | DA Profile | P3D Profile

Proud owner of NyctiShipyards. Remember - Nyx will fix it!

All of my assets including models, textures, skyboxes, effects may be used under standard CC BY-NC 4.0 license.

 

Offline Molaris

  • 27
That is PERFECT! I will give it a try and get back to you. Thank you Betrayal. Tired of the bugs crashing my game :-(

have you ever had the Subach HL-7 do a spray effect on hit? There is no flag for it in my table. There is just a big colorful spray when it impacts. I can't remember what I changed last that started it.
« Last Edit: September 25, 2014, 02:54:26 pm by Molaris »
"Hey, Mike, you think you can toss me my calculations? Thanks! Ah, here it is: "Breach Hull - All Die." Even had it underlined!" -Crow T. Robot-

 

Offline Nyctaeus

  • The Slavic Engineer
  • 212
  • 800k tris ships achieved!
    • Exile
Spray effect U say... I haven't seen Subach for a long time, as it's not used in my mod, but as far as I know, hit animation of the Subach in MediaVPs looks like that. There is no flag required for such effect, just proper hit animation.
Exile | Shadow Genesis | Inferno | Series Resurrecta  | DA Profile | P3D Profile

Proud owner of NyctiShipyards. Remember - Nyx will fix it!

All of my assets including models, textures, skyboxes, effects may be used under standard CC BY-NC 4.0 license.