destructible scenery and LOD tutorial
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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.
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).
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).
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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!
So, basically nobody knows if scenery has LOD's? Great.

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