How is constructor going to handle LOD
by John Spivey · in Artist Corner · 03/27/2007 (9:58 pm) · 5 replies
I am currently using 3d World Studios and there is not any form of setting up LOD for that. I am wondering how Constructor handles this? Will it still be similar to quark in the sense that you save files like:
uber_model0
uber_model1
uber_model2
Then compile somehow and it automatically sets up the LOD based on the peramiters set forth in constructor based on pixel size in game engine? I am not seeing any features but sometimes that stuff is right in front of your face and you dont see it.
Thanks
uber_model0
uber_model1
uber_model2
Then compile somehow and it automatically sets up the LOD based on the peramiters set forth in constructor based on pixel size in game engine? I am not seeing any features but sometimes that stuff is right in front of your face and you dont see it.
Thanks
#2
Then being able to pick each LOD# from a drop down menu (which takes you to a new screen to make the model for that LOD#)?
Then just a compile buton to compile them all?
03/28/2007 (4:43 am)
I don't know the tech side of it... but I think having something in constructor that lets you first pick the number of LODs you want.. Then being able to pick each LOD# from a drop down menu (which takes you to a new screen to make the model for that LOD#)?
Then just a compile buton to compile them all?
#3
model1 @ 200 pixels
model2 @ 150 pixels
model3 @ 100 pixels
model4 @ 50 pixels
Hit the button
Yeah that sounds pretty straight forward and simple.
03/28/2007 (5:22 am)
Heh well of course simple is the route most game artitists would want but I know enough about programming to know that simple for the user generally means difficult to code. =) I think what Joseph is proposing is the simplest way that I could think of doing it as well. model1 @ 200 pixels
model2 @ 150 pixels
model3 @ 100 pixels
model4 @ 50 pixels
Hit the
Yeah that sounds pretty straight forward and simple.
#4
03/28/2007 (6:09 am)
My only request, is the possibility to have all the LOD opened up at once (in multiple windows), so I can check quickly switching through, if the changes I made will request modifications on the LOD version.
#5
07/09/2009 (4:20 pm)
Somehow I thought that brushes built in Constructor had automatic LOD applied to them. Maybe I'm just thinking of the built in speed that comes with BSP trees.
Associate Matt Fairfax
Night Heron Games
We have some ideas on how we want to handle it but we'd love to hear any suggestions you guys have!