Game Development Community

Lod In Map

by Robert Doyle · in Artist Corner · 07/12/2005 (8:00 pm) · 4 replies

I am currently writing a MAP file genereator for my game, and am looking for some examples of LOD in a DIF file, moreso LOD in a MAP file. I need one, if not more MAP files which convert to DIF and have LOD within them.

I didnt catch where DIF files had any other real benifits then being excelent static meshes, and fast to calculate.

Thanks in advance.

#1
07/12/2005 (9:22 pm)
Example/starter.fps/data/interiors/towers/landtower_0/1.map

FAQ: What is the difference between .dif and .dts shapes?
#2
07/13/2005 (10:40 am)
I have read all of that before posting that message, the question would be...

Does a DIF file follow the same naming conventions as a DTS? Does it require the same structure, or is it just a bunch of shapes and LOD's placed next to each other. I haven't seen anything in the existing map files that allows you to name a mesh, and make it an LOD. How does this all work?

Does it have anything to do with this:
"detail_number" "0"
"min_pixels" "250"
(This seems to be in the head, not in an individual bursh)


In the documentation the word LOD appears in the export part for Quark, it doesnt refer to LOD at all in setup. This gives me very little information to setup a MaxScript file with.

The file you have mentioned appears in the Start.FPS game, and does not change LOD at all in game, nor does it have any LOD data in the MAP file, which is in ASC format.

The FAQ page does not contain the word LOD, and makes no reference to it.


http://www.garagegames.com/mg/forums/result.thread.php?qt=24563
Makes mention of the lack of support for LOD in the Cartography pipeline.

http://www.garagegames.com/mg/forums/result.thread.php?qt=30544
Mentions that both DTS and DIF have LOD's.
#3
07/13/2005 (11:09 am)
Here is one reference
#4
07/13/2005 (1:16 pm)
Thank you Matthew.

(took a bit of searching for all the tricks to get it up and running Quark 6.2, Python 1.5.2, downloaded thier map2dif program(about the same), and set the output in Quark to Valve220 format.)

According to everything that Quark and Map2Dif did, it required a series of map files labeled 0..X for each level of detail, this is incredibly useful knowledge.

Next up to find out exactly how to calculate the texture rotation. (dunno why they did it that way, seems to be more of a pain than anything else.)

For that, I found a PDF which tells how to pull the textures out, and gives C++ class examples.... Whew...