How does LoD works in Torque.
by Roque Duran · in Artist Corner · 12/31/2005 (8:10 am) · 5 replies
Hi,
I'm still learning about 3D graphics, and I would like to clarify the concept of LOD. I don't own a copy of Torque (yet) and would like to know more about this product. The 3D modeller I have is Milkshape.
I know that, in order for "Level of Detail" to work, you create different versions of your models in different poly resolution, so that the engine picks up the version he wants according to the distance from the camera.
Now, how does the engine know what different models correspond to the same object? Do you have to setup this in the game code? Do you have to manually setup this feature for every object you add to your game (if you want LoD for them)?
This and any other explanation about how do you make LOD to work is welcome (specificallly for the Torque engine).
Sorry if my questions are too basic and Thanks for your reply.
I'm still learning about 3D graphics, and I would like to clarify the concept of LOD. I don't own a copy of Torque (yet) and would like to know more about this product. The 3D modeller I have is Milkshape.
I know that, in order for "Level of Detail" to work, you create different versions of your models in different poly resolution, so that the engine picks up the version he wants according to the distance from the camera.
Now, how does the engine know what different models correspond to the same object? Do you have to setup this in the game code? Do you have to manually setup this feature for every object you add to your game (if you want LoD for them)?
This and any other explanation about how do you make LOD to work is welcome (specificallly for the Torque engine).
Sorry if my questions are too basic and Thanks for your reply.
#2
Milkshape can export to dts, but I think that unfortunately that tool only allows for 1 single model per file.
01/01/2006 (2:44 am)
Hmm ok thank you. I didnt know you could add several models into the same dts.Milkshape can export to dts, but I think that unfortunately that tool only allows for 1 single model per file.
#3
As a very basic example , LOD's are named such as : LOD1 = Body_50
Body_25
Body_1
Set your different lods in or on each other as if they were all 1 object (did i say that right? lol), hide all but your "base"(highest poly) model , then export. In engine they switch accordingly , assuming you named them right.
[img]http://coppermine.farcry-maps.com/albums/userpics/10009/thumb_SP32-20060106-133652%7E0.jpg[/img]
Rick
01/06/2006 (11:19 am)
Theoretically you can have as many models as MS can handle in polies. Build them in or merge , doesnt matter.As a very basic example , LOD's are named such as : LOD1 = Body_50
Body_25
Body_1
Set your different lods in or on each other as if they were all 1 object (did i say that right? lol), hide all but your "base"(highest poly) model , then export. In engine they switch accordingly , assuming you named them right.
[img]http://coppermine.farcry-maps.com/albums/userpics/10009/thumb_SP32-20060106-133652%7E0.jpg[/img]
Rick
#4
01/06/2006 (11:28 am)
Rick: it's "image & /image". FYI.
#5
Rick
01/07/2006 (1:27 pm)
Oops , how the hell did did i do that lol , thanks man. its supposed to be a BBCode Thumbnail , but when i copy and paste the url , only part shows up , i dunno , i never claimed to be "web Savvy" :)Rick
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