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Konyak-2
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#1

Posted 18 July 2002 - 13:28

Ok, this is a fill the spaces thread. Most of us are making models and managing ok, but I know there are many who don't fully understand all of what they are doing. I would like to gather all the purposes and uses of each LOD into this list.

1. Resolution LOD, is the one you see, and it's numbers represent the distance range it works in. LOD 1.00 will show that model up to 100 meters away from it. LOD 0.10 will show it up to 10 meters away, and so on.
2. Geometry LOD. This one defines the collision detection for the engine, as well as governing vehicle mass distribution, and therefore how it handles. Watch the blue dot, center of mass.
3. Memory LOD. Handles definitions for animated things, axis points, lights, smoke and so on. Quite a bitch because it's all in czech Posted Image
4. View LODs. These are for models that show the part of the vehicle that the passenger would see, be he a pilot, gunner or cargo.
5. Fire Geometry LOD. This one I have no clue about, and would be nice to get input here.
6. View LOD. Not named for a crew position, so I'm not really sure what it does.
7. Hit Point LOD. Not used it yet, presumably for defining damage taken in various areas of the model. Confirm.
8. Roadway LOD. This one only really works in Resistance, but it allows vehicles to drive on this surface. In regular OFP, it only semi works, and if you walk and crawl on it, it makes the camera shake.
9..
10..

Í'm at work, so I'm probably forgetting some of them, feel free to add them if you know them. It would be nice to get real info on the LOD's I wasn't sure about as well.

Konyak (really bored Posted Image

Kegetys
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#2

Posted 18 July 2002 - 14:26

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Konyak-2 @ July 18 2002,16:28)</td></tr><tr><td id="QUOTE">1.  Resolution LOD, is the one you see, and it's numbers represent the distance range it works in.  LOD 1.00 will show that model up to 100 meters away from it.  LOD 0.10 will show it up to 10 meters away, and so on.[/QUOTE]<span id='postcolor'>
Actually it doesnt represent the distance, as in-game the distances are determined by the amount of detail you have set from the video options. It should just be: the bigger number, the less polygons.

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">3. Memory LOD. Handles definitions for animated things, axis points, lights, smoke and so on. Quite a bitch because it's all in czech  Posted Image [/QUOTE]<span id='postcolor'>

...but if you dont like Czech, you can change most of the memory point names from the config Posted Image

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">5. Fire Geometry LOD.  This one I have no clue about, and would be nice to get input here.[/QUOTE]<span id='postcolor'>

Im quessing that fire geometry is the same as the normal geometry, but its used to collision-detect firing. Placing crew proxies in this LOD allows them to be shot from a vehicle.

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">7. Hit Point LOD.  Not used it yet, presumably for defining damage taken in various areas of the model.  Confirm.[/QUOTE]<span id='postcolor'>

Its used by tanks at least to determine hitpoints for engine/wheels/hull/turret, etc. Look at T72 model from demo to check out the names.

Theres also Pathway lod, which is used by AI, and LandContact lod where points for land contacting is defined, without this vehicles usually tend to shake and start jumping.
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Konyak-2
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#3

Posted 18 July 2002 - 15:39

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">LandContact lod where points for land contacting is defined, without this vehicles usually tend to shake and start jumping.[/QUOTE]<span id='postcolor'>

This one seems a little sensitive to placement. I noticed on the Antonov that if they are just a little bit inside of the geometry part of the model, it will bounce. I put them just a little bit below the wheels contact point of the geometry LOD, and that solved it, as well as solving damage taken in going down the runway at breakneck speeds needed for takeoff Posted Image

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Its used by tanks at least to determine hitpoints for engine/wheels/hull/turret, etc. Look at T72 model from demo to check out the names.
[/QUOTE]<span id='postcolor'>

I noticed that when trying to destroy the Antonov with tanks and helis, everything would just pass right through it´s body (hard not to hit it), but it would only sustain damage when I hit the area that was around it's center of mass. Do I need a hit point lod for it to be solid in other places? I know many people have had this problem with rockets passing through models, but I'll vager they don't pass through it´s center of mass. This is one of the things stopping me from releasing it.

Konyak

PSC
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#4

Posted 18 July 2002 - 15:48

There are some more LOD's that should be explained. The View Geometry LOD. I dunno exactly what it does, be I think I remember that I read about it in some other post. I think it is importand for what the AI will see or not (that means if there is nothing in the View Geom. LOD, the AI will be able to see through the model as if it would be invisible). And furthermmore it is importand for what will be rendered, and what not. A bush behind a model with a working View Geometry LOD will not be rendered to save performace.

PSC

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#5

Posted 18 July 2002 - 15:56

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">I noticed that when trying to destroy the Antonov with tanks and helis, everything would just pass right through it´s body (hard not to hit it), but it would only sustain damage when I hit the area that was around it's center of mass.  Do I need a hit point lod for it to be solid in other places?  I know many people have had this problem with rockets passing through models, but I'll vager they don't pass through it´s center of mass.  This is one of the things stopping me from releasing it.[/QUOTE]<span id='postcolor'>

This happens if your Geometry LOD is not convex. Try to avoid too complex shapes. Only use basic primitives like boxes, cylinders, spheres. No planes though, 'cause they have no volume.

I usually place the LandContact Vertexes a bit inside of the vehicles, to simulate the mass of the vehicles which usually deforms the wheels a bit. I did not realize any bad bouncing yet.

PSC

*edit*

P.S.: To check your Geometry LOD, make use of the Find Non-Convexities funktion in the Structure menu. If you get any results (marked Faces/Vertices) something is wrong.





spider_ipc
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#6

Posted 22 July 2002 - 09:30

Fire Geometry is the area in which the model takes dammage,if you look at say a uh60 model, the wheels and stuff also have Fire Geometry, but the open door on the side does not, so you can shoot in, the best way to check them is to open a model and go through each LOD, double click the group to see what its assigned to
C$K Mods[/url]

Tigershark
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#7

Posted 25 July 2002 - 08:31

Can one of the moderators make this a sticky...I think it has merit if others start to contribute their knowledge of LODS.

Hag Celine
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#8

Posted 01 September 2002 - 22:01

Question ... The roadway lod is for ledders etc, right? I used it for a turret, can i also use it with a plane? i didnt tried it yet, but i want the playermodel to climb up the wing to enter then the plane. Should work too, or r there known probs?

deadsoldier
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#9

Posted 22 November 2002 - 23:03

how can u make shadows...please tell me..so the f-15 can be released.

cheers
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der bastler
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#10

Posted 23 November 2002 - 00:05

Cookbook for shadows:

Create a resolution-lod with less than 300 faces.

Add named property "lodnoshadow" with value "1" to all lods with more than 300 faces (to let OFP skip these lods while looking for an appropriate shadow lod).



(Well, I'm not a moderator, but one of these guys would say: "Next time use search!" Posted Image)
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Stag
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#11

Posted 06 December 2002 - 18:56

Where's the LOD for custom crosshairs hidden, eg, for rifle scopes?




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CupidMoon
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#12

Posted 27 January 2003 - 08:51

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Wardog @ Dec. 07 2002,04:56)</td></tr><tr><td id="QUOTE">Where's the LOD for custom crosshairs hidden, eg, for rifle scopes?[/QUOTE]<span id='postcolor'>
It's view geo. lod, I think

MadDogX
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#13

Posted 01 February 2003 - 11:26

Hi there. I myself have made a few rules for making models in O2, be it vehicles or map objects.

1. The Geometry LOD should be slightly larger than the model itself.

(if the Geometry LOD is smaller than the model you get the error of being able to look through the object when you run up to it.)


2. The Fire- and View Geometry LODs should be slightly smaller than the model.

(if they are bigger you sometimes get strange effects like bullets hitting thin air and objects that are partially behind the model sometimes disappearing.)


3. I have a system for making weapon LODs:

View Pilot: max 800 poly (LODnoShadow - 1)
LOD 0.1000: max 500 poly(LODnoShadow - 1)
LOD 0.5000: max 300 poly
LOD 0.7500: max 200 poly
LOD 1.0000: max 100 poly
LOD 1.2500: max 70 poly
LOD 1.5000: as few polys as possible

(This way the weapon should work fine and cause no lag.)





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mooncaine
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#14

Posted 09 August 2003 - 22:25


3. Memory LOD. Handles definitions for animated things, axis points, lights, smoke and so on. Quite a bitch because it's all in czech  Posted Image

Quote[/b] ]

...but if you dont like Czech, you can change most of the memory point names from the config ;)

I thought so .... but how exactly to do that? Could someone here post a brief snippet, even one line, that shows how we can remap the Czech vocabulary to a language we are more familiar with [in my case, English]? That'd be super.

Drill Sergeant
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#15

Posted 15 August 2003 - 15:56

I have but one question.
If I have made a model of a man that has some special objects attached to him that are nonloded. IE the texture isn't looser on them and such as the degradeing quality on other lod section models. So how can I reduce the vertex and pollyandquality of the showen texture on the model?
Or do I have to go and make a whole new low resolution model of the man ? Or wil the lods automaticly increasing in number change the quality of the model if I copy paste it?

mooncaine
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#16

Posted 18 August 2003 - 04:19

The only way I know to do this is make a new model for the LOD--but I'm no expert. The point of the LODs is to have models with fewer faces on them, so pasting the same model into the LODs is the wrong thing to do.

The good news is that the LOD models don't need as much work--you can make them pretty basic. The bad news is that you have to map them with the images, though.

Drill Sergeant
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#17

Posted 18 August 2003 - 05:05

How many lods are good 3? any bigger than that and thep3ds seem unwieldy. (I'll just copy paste BIS lods and re add hat I need.)

VXR
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#18

Posted 18 August 2003 - 10:43

How many lods are good 3? any bigger than that and thep3ds seem unwieldy. (I'll just copy paste BIS lods and re add hat I need.)

minimal 4 or 5 Lods up to 8 or something
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Leone
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#19

Posted 18 August 2003 - 11:29

It all depends on the model. The numbers on the previous page are a good guide, but obviously an addon with only 100 faces doesn't need 5 LODs Posted Image

mooncaine
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#20

Posted 19 August 2003 - 22:20

...but if you dont like Czech, you can change most of the memory point names from the config ;)

Kegetys: could you please post a snippet of code in this thread that shows how to change these memory point names? I would appreciate it. No one else has responded to my request--perhaps no one else who's read this thread knows how.

thank you,

MoonCaine