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destructible scenery and LOD tutorial

Posted: Sun Aug 08, 2004 10:30 am
by zosobudro

Posted: Sat Aug 14, 2004 9:18 pm
by TheMissingLink117
Edit: Oh, just a question, how do LODs help the gun? Could you explain more about what they do?


Yeah, I posted a destructo scenery/vehicle tut on gearbox about 3 weeks ago, puny little halomodders never got to see it though.

Posted: Sat Aug 14, 2004 9:32 pm
by Danke
LOD = Level of detail, LODs are lower poly versions of a model. LOD5 is what you see at point blank range, farther away the less detailed it is. Unless you zoom of course.

Posted: Sat Aug 14, 2004 9:53 pm
by master_wolf
very nice tutorial that is

Posted: Sat Aug 14, 2004 10:23 pm
by TheMissingLink117
I see, thank you Dan. Good tutorials.

Posted: Thu Oct 28, 2004 10:11 am
by DocOctavius
LOD's don't work how you described they should with scenery objects. I have sucessfully compiled my tree model with 5 different levels of detail, into one gbxmodel, and I have set my LOD cutoffs, but in the game they do not change as you get farther away. Is there another setting I'm missing that specifies wether or not LOD's are used? None of the tree tags provided with the HEK have LOD's as far as I know- are scenery objects not intended to have LOD's? Please help- I need to figure this out asap. Thanks.

Posted: Thu Oct 28, 2004 3:07 pm
by Locke
Dont bump old topics

Posted: Thu Oct 28, 2004 3:45 pm
by Danke
... That's a righteous bump.

Most scenery objects don't have an LOD, vehicles, units, etc usually do. I think a few scenery pieces might. Not too sure.

Posted: Thu Oct 28, 2004 6:32 pm
by hitmanbob
i have a question about lods and the lot, can you make different lod for skins, like i know some maps have destructable banhsees and stuff but instead of changing the skin and model can you just change the skin and keep the model the same ?

Posted: Thu Oct 28, 2004 6:45 pm
by Danke
You'd have to copy the normal banshee model tag/meta and change the shader reference to the blown up banshee's. Then just change the banshee's blown up reference in the vehicle tag/meta to point to the one you just made. And there you go.

That would make it so if you blew up the banshee, it wouldn't "crunch". But you won't be able to get in it. If you do want to get in it, don't make a copy of the model tag/meta, just edit it directly. And don't edit the vehicle tag/meta.

That works for both CE (tag) and PC (meta & xml).

Posted: Fri Oct 29, 2004 3:51 am
by DocOctavius
Also, the bitmaps in Halo already have "LOD"'s - they're called mipmaps.

So, basically nobody knows if scenery has LOD's? Great. :( I haven't found one in the tags that came with the HEK. I think this means that none of them do, and that's one reason why you can't put many trees in a map- they're all rendering at full detail no matter where you are. X( Damn it!

Posted: Fri Oct 29, 2004 4:48 am
by DocOctavius
Ok, I fixed it. :P I was setting my LOD cutoffs like the warthog, but the trees were bigger, so I just kicked them up a thousand or so... and it works. Thanks for the tutorial and help guys!