A Community discussion forum for Halo Custom Edition, Halo 2 Vista, Portal and Halo Machinima

Home  Search Register  Login Member ListRecent Posts
  
 
»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »LODS

Author Topic: LODS (9 messages, Page 1 of 1)
Moderators: Dennis

Yoda
Joined: Jan 30, 2011

Do or do not, there is no try


Posted: Nov 7, 2011 10:33 AM    Msg. 1 of 9       
Does anyone know where I can find a tutorial on LODs?

Thanks


teh lag
Joined: May 6, 2008


Posted: Nov 7, 2011 10:43 AM    Msg. 2 of 9       
I don't know if there are any formal tutorials out there, but here's pretty much all you need to know:

-there are up to five lod levels: superhigh, high, medium, low, superlow

-lod geometries are exported in the form [permutation name] [superhigh/high/medium/low/superlow].jms

-you do not need a lod for every permutation but if you leave one out the game will replace it with the nearest existing lod from another permutation; you may need to manually fix references in Guerilla in this case

-to trigger lods you must fixx out the lod cutoff scale fields in the .gbxmodel; each represents the minimum number of pixels on the screen an object takes up before it is switched to the next lower LOD (or disappears in the case of 'superlow'.)

-the multires modifier in 3ds is a Godsend and makes LODing geometry a breeze; however it will likely break any rig and/or region stuff on your model so be prepared to do some manual fixing. If multires doesn't give you the result you want you can try the optimize modifier or downres manually until it becomes more manageable.
Edited by teh lag on Nov 7, 2011 at 10:45 AM


bourrin33
Joined: Oct 19, 2009

HEK not installed tho


Posted: Nov 7, 2011 10:52 AM    Msg. 3 of 9       
Tyvm tehlag !
I was wondering how it works for regions. Now i can make lods for my 7k poly reach hog.
Any polycount limit advice for each LOD ?.
Either I'll check bungie's LODs count.


teh lag
Joined: May 6, 2008


Posted: Nov 7, 2011 11:07 AM    Msg. 4 of 9       
Given that there are 5 LODs I generally just aim to go down in increments of 1/5 the tri count - that's one of the things multires lets you specify (% of original tri/vert count) which is why I find it so lovely. But yeah, when in doubt look at what Bungie did.


Yoda
Joined: Jan 30, 2011

Do or do not, there is no try


Posted: Nov 8, 2011 07:00 PM    Msg. 5 of 9       
Quote: --- Original message by: teh lag

I don't know if there are any formal tutorials out there, but here's pretty much all you need to know:

-there are up to five lod levels: superhigh, high, medium, low, superlow

-lod geometries are exported in the form [permutation name] [superhigh/high/medium/low/superlow].jms

-you do not need a lod for every permutation but if you leave one out the game will replace it with the nearest existing lod from another permutation; you may need to manually fix references in Guerilla in this case

-to trigger lods you must fixx out the lod cutoff scale fields in the .gbxmodel; each represents the minimum number of pixels on the screen an object takes up before it is switched to the next lower LOD (or disappears in the case of 'superlow'.)

-the multires modifier in 3ds is a Godsend and makes LODing geometry a breeze; however it will likely break any rig and/or region stuff on your model so be prepared to do some manual fixing. If multires doesn't give you the result you want you can try the optimize modifier or downres manually until it becomes more manageable.
Edited by teh lag on Nov 7, 2011 at 10:45 AM


I have been really busy and havn't been able to check my thread for responses till now.

I do have one question: what do you mean [permutation name]? what is a permutation name?

Thanks for responding.


teh lag
Joined: May 6, 2008


Posted: Nov 8, 2011 07:33 PM    Msg. 6 of 9       
It's the name of the permutation being exported; if you're just exporting a perm called "base" your models would be "base superhigh.jms", "base high.jms"...

If your model has no permutations you can just leave that part out and call them "superhigh.jms" etc.


Yoda
Joined: Jan 30, 2011

Do or do not, there is no try


Posted: Nov 8, 2011 11:34 PM    Msg. 7 of 9       
Quote: --- Original message by: teh lag
It's the name of the permutation being exported; if you're just exporting a perm called "base" your models would be "base superhigh.jms", "base high.jms"...

If your model has no permutations you can just leave that part out and call them "superhigh.jms" etc.


Got it, thanks for the help.

I will be finishing up a weapon that I am working on soon, and I plan to try it out on that.


Nickster5000
Joined: Dec 11, 2010


Posted: Nov 9, 2011 01:59 AM    Msg. 8 of 9       
LODS? Probably know what they are, but what does the abbreviation mean?


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Nov 9, 2011 02:03 AM    Msg. 9 of 9       
Level of Detail

 

 
Previous Older Thread    Next newer Thread







Time: Fri January 20, 2023 4:41 PM 140 ms.
A Halo Maps Website