Le MAlin 76 on 18/6/2015 at 20:35
A system of low-poly / medium-poly / high-poly object model and distant. In fact you chose a model for a distant, the goal it to have the same shape but with different level of details. It's like mipmap for textures.
Yandros on 18/6/2015 at 20:47
Oh wow, that's pretty awesome, and unexpected.
Le MAlin 76 on 18/6/2015 at 21:05
Quote:
Clicking with the middle mouse button on the edit control in the "Design Note" / "Objlist Arg" property dialogs
will open a special param edit dialog. This dialog is designed for text that is formatted as typical script
parameters, in "<param name>=<value>;" format, and displays the params in list/table form. Property text that
doesn't comply to this param-value format will prevent the dialog from opening. To edit param names or values,
double click on the name or value in the list. It's also possible to press TAB or RETURN to start editing the
(first) selected item. You can tab through all elements in the list. To commit an edited name/value you have press
RETURN or TAB (or navigate away with cursor UP/DOWN). If there's some formatting error in the value it will fail
to commit, and the edit control will remain active for further editing. Pressing ESC or clicking on something
else will revert to the original text. To add a new param, start editing the "<<<add new>>>" item that's last in
the list (or press INS). Params can be deleted by selecting them and pressing DEL. Copy-paste is supported.
This is great, a "semi-automic" writing of configurations for Scripting.
R Soul on 18/6/2015 at 21:19
I just did a test with that property. When it's set up properly, Model Name is for the editor only. In game, only the LOD property is used. A bit like Tweq > Models.
LOD 0 Model is shown when close up. LOD 1 Model is shown beyond the first Dist. You don't have to set the third model, but if you do, this is shown beyond the second Dist. You get a Mono warning if you don't have a first and second model specified, and the original Model Name is used until you properly set the property.
LarryG on 18/6/2015 at 21:43
What sort of situations would you use this? Where object complexity is an issue with long lines of sight? When does that happen?
Le MAlin 76 on 18/6/2015 at 21:50
Quote Posted by LarryG
What sort of situations would you use this? Where object complexity is an issue with long lines of sight? When does that happen?
It can be for fake buildingsof decoration of border of maps, when there are many object in a same room (great or small, you can adjust the distance of the LOD limits), for vegetations maybe. In the ideal for all object. The modern engines use heavily the LOD system for limit lags and other issues. But not work with objects with Tweq Model, and for objects with animation or rotation (...) can have weird effect/unrealistic (isk if it work but if you have a animated model, and medium and foreign model immobile it would be strange for realism).
Xorak on 18/6/2015 at 22:24
Quote Posted by gamophyte
I wonder if any changes make it easier to rotate massive multi brushes including room brushes without issue. That's what I'm mainly waiting on. I don't want to create, then rotate, every room brush for diagonal laid out areas.
Why not build it diagonally and not bother using multi-brushes to rotate it? Or use wedges? It seems to me that rotating an entire chunk of a mission with a multibrush is so much more damaging and troublesome than rotating a few brushes by hand will ever be. Plus, never discount that what is initially daunting becomes second nature after a week or two of working at it.
gigagooga on 18/6/2015 at 22:24
LOD support?! That sure is useful feature! I have experienced for ages with different solutions to imitate this effect :P
LarryG on 18/6/2015 at 22:31
Maybe you can explain why your would want it? I just don't get the usefulness. Le MAlin 76 tried to explain it in a post above, but I still don''t understand.
Xorak on 18/6/2015 at 23:05
This might be simplistic, but instead of having to render highly detailed objects at far distances, in which the human eye can't even differentiate between a highly detailed object and a less detailed one, (but which nonetheless uses more processing power to render detailed things at a great distance), you can specify it to show a less detailed version of itself, and as you near it, it then substitutes in the more detailed version. As Le MAlin 76 says, it does the same thing that the texture mipmaps do, but in this case it does it for objects.
So it allows more objects on screen, longer and more interesting views, more detailed objects etc. Hopefully without having the fps go as nuts.