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Stary

Does the ground objects have level of detail?

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Hi!

 

I'm playing with hi-poly ground objects replacements lately. The problem is obvious high CPU/GPU usage:

 

 

 

To solve it I created three levels of detail for ranges of 7000, 500 and 100 meters. But the problem stated in topic's title is as follow -only the closest LOD shows up.

 

Here's example from new shelterB.ini :

 

[LOD001]

Filename=ShelterB.lod

Distance=100

 

[LOD002]

Filename=ShelterB_med.lod

Distance=500

 

[LOD003]

Filename=ShelterB_low.lod

Distance=6000

 

 

[shadow]

CastShadow=FALSE

ShadowLOD=

ShadowType=0

ShadowCastDist=0

MaxVisibleDistance=0

 

ONLY the [LOD001] shows up at the given 100 meters range. Is it that the ground objects don't support lods or am I messing things up? Shadow works, but thrown away as most people dont use it.

 

Have been digging through Knowledge Base with no luck on the matter.

 

Any ideas?

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perhaps its a hierachy prob.... GOs can use sub-lods without prob... most stock GOs do.

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Yeah, but mine are those that are placed in terrain folder... In given terrain _TYPES.INI these have variable "use ground object=FALSE" -that means they are not ground objects in the sense sim threats them? Been trying make them GO with no luck.

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Do they need to use a seperate ini (sorta like drop tanks for weapons pak?)

 

Even though listed in the types, perhaps having a seperate ini would be worth experimenting?

 

Wrench

kevin stein

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Yes, they do have separate ini. I tried placing them in corresponding folders in Ground Objects foler (ex. Hangar2, ShelterA etc.) and set them in "battle of britain_types.ini" to

 

use ground object=TRUE

 

But that gives nothing. Even the nearest lod is gone. Here's all for ShelterB, to be used as GO:

 

[GroundObjectData]

ObjectFullName=Aircraft Shelter

ObjectDataFile=SHELTERB_DATA.ini

 

[LOD001]

Filename=ShelterB.lod

Distance=200

 

[LOD002]

Filename=ShelterB_med.lod

Distance=1000

 

[LOD003]

Filename=ShelterB_low.lod

Distance=7000

 

[shadow]

CastShadow=FALSE

ShadowLOD=

ShadowType=0

ShadowCastDist=0

MaxVisibleDistance=0

 

and ShelterB_Data.ini:

 

[MissionData]

NationName=RAF

ServiceStartYear=1900

ServiceEndYear=1950

GroundObjectRole=HANGAR -matches TargetType= entry in _types.ini, also tried settings static_aaa and EW_RADAR

Availability=COMMON

Exported=TRUE

ExportStartYear=1932

ExportAvailability=COMMON

 

[GroundObjectData]

DamagedModel=

DestroyedModel=SHELTERB_destroyed.LOD

DestroyedEffect=VehicleFireEffect

Edited by CA_Stary

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perhaps its a hierachy prob.... GOs can use sub-lods without prob... most stock GOs do.

CA_Stary, did you check the heirarchy like MJ suggested? Maybe you could post the OUT files from ShelterB.lod and ShelterB_med.lod just to verify that.

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That hangar looks fantastic!! :good:

 

I think that perhaps your naming convention is incorrect... Perhaps ***_001.LOD, ***_002.LOD etc... might be worth looking at other files to see examples....

 

ML

Edited by Major Lee

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Will check that right away. And thanks for all the help.

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Anyway, CA_Stary, are you building new objects for SF for anything in particular?

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I have an idea of mine to bump up the complexity of airfield infrastructure for SFP1 family, and those are to be more pre-1960 oriented. I posted some WIP pictures in the "Battle of Britain campaign feedback" topic by Baltika here:

 

http://forum.combatace.com/index.php?showt...9928&st=100

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OK, changed the naming convention as ML suggested, with no positive effect. Then it must be my lower LOD models related error, as stock Thirdwire terrain objects have lods -any airfield for example.

 

Anyway thanks again for all the help

 

EDIT:

 

PROBLEM SOLVED, LODS ARE WORKING!

 

I changed the LOD2 and LOD3 to simple cubes, and they do work -simply my mesh problems as I wrote.

Edited by CA_Stary

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