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How to create static models with a LOD?
https://www.quake3world.com/forum/viewtopic.php?f=10&t=45921
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Author:  DaEngineer [ 06-07-2011 12:18 PM ]
Post subject:  How to create static models with a LOD?

I just played a round of Far Cry and watched the grass fading in and out and the trees losing more and more detail with increasing distance. I know that Quake 3 uses LOD too, for example for player, weapon and ammo models. What I want to know is: when I create my own md3 models (for example a high-poly tree and the same tree with just a few polys), what do I need to do to make the game use the model's low-poly versions at a certain distance?

Author:  sst13 [ 06-07-2011 01:50 PM ]
Post subject:  Re: How to create static models with a LOD?

Static mapmodels (misc_model) are "baked" into the BSP during the compile process.
You just need to use dynamic models by using the model2 key within a func_*.

- Create a small caulk-brush (hidden in the ground but not in the void) and a origin-brush.
- Turn both brushes into a func_static.
- Add the dynamic model key (model2 models/mapobjects/mymap/tree.md3)
- In this case your lower poly models must be named: tree_1.md3 and tree_2.md3.

Do not include clip-brushes within the func_static. There's a clipping bug when using the model2-key.

The big problem is the really short range of the LOD effect. The "r_lodscale" cvar that controls the range is cheat protected. This is really a shame, because "r_lodbias" isn't cheat protected and does basically the same. :cry:

Author:  DaEngineer [ 06-07-2011 03:52 PM ]
Post subject:  Re: How to create static models with a LOD?

Great, thank you! That works just fine. That r_lodscale is cheat protected is indeed a problem. The map in which I want to use this LOD foliage is intended to be played with Eraser's EntityPlus mod. I'll ask him if he can remove the cheat protection for this cvar.

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