Topic: Question for Atra...  (Read 985 times)

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sandman69247

  • Guest
Question for Atra...
« on: November 13, 2003, 10:28:38 am »
I've noticed that you add the LODs to your models...would it be possible to explain how that is done? Do you have to make a seperate model for each, or what? I agree with you that having them makes the model more prefessional and better ingame, so any help would be greatly appreciated.  

Atrahasis

  • Guest
Re: Question for Atra...
« Reply #1 on: November 13, 2003, 10:51:28 am »
YES, you have to make new models for at least LOD 3.

To be clear, LOD 1 of course is the default model......but the interesting fact about it is that LOD 1 is used ONLY if something on your screen is closer to you than a range of 3.5........that's right, 3.5. Thta's REALLY close. That means for the VAST majority of the time, the computer will be using LOD 2 to represent the thingies on your screen.

This is what I recommend for a quick LOD 2.......use LOD 1, but be sure to run it through the poly-reducer program in Max if you haven't already done that, and simply delete strcutures that you don't think can really be discerned at beyond range 3.5, like antennae, or tiny dark-colored stalks or winglets. If you have saucers or cylinders, you can safely reduce the cylinders to only 12-sided ones, and if you have saucers or discs you can safely reduce them to 12 or 20-sided ones. But here's the most importnt thing........you can safely reduce your textures from 512 (or 1024) to a meager 128. That's right, 128 by 128. The game really can't resolve beyond that at a range of greater than 3.5.

So, as it turns out, LOD 2 is seen more than LOD 1 in game, so you should make it reasonably good in mesh, but of courdse not as high as LOD 1, and the textures can be 128.

For LOD 3, if you decide to make one, can be as low poly as you want. A TMP warp engine, for example, can be a mere rectangle. This LOD is used for when the ship is reallly really really far away.  
« Last Edit: December 31, 1969, 06:00:00 pm by Atrahasis »

InterMech

  • Guest
Re: Question for Atra...
« Reply #2 on: November 13, 2003, 05:18:05 pm »
Wow, good question, and great answer.  Thanks for sharing guys. I have another related question, is it possible to build a ship with LODs in Milkshape? I think it would be along the same lines as break models, but I am not sure if those are possible either. Has anyone found a way to do these in Milkshape?  

Captain Ron

  • Guest
Re: Question for Atra...
« Reply #3 on: November 13, 2003, 06:08:24 pm »
Not to my knowledge.

As I know Break models can not be done in Milkshape.

sandman69247

  • Guest
Re: Question for Atra...
« Reply #4 on: November 13, 2003, 08:19:36 pm »
Thanx Atra!! I saved that to txt and will be giving it a shot...thanx again!

From what you said about how the game uses LODs, I take it that by not making LODs, only having one model, the game is forced to use the highly detailed model we all usually make for everything. If that's correct, it would explain why the game lags for me when I play (OP) and I'm in a situation where there are a lot of my ships in use. Great info!!  

Rod O'neal

  • Guest
Re: Question for Atra...
« Reply #5 on: November 14, 2003, 01:24:46 am »
I'm really glad to see someone in the custom modeling community address this. Especially someone as respected as you, Atra. You already do a masterful job of controlling the poly count while not having the looks of your models suffer. Adding LODs is the next logical step. I wish that everyone would do this. There are lots of beautiful models out there. Many of the nicest ones can really make gameplay suffer though. I make mods with LOTS of attrition units. When you get a lot of units on screen it's a prob. Add weapons fire and stuff blowing up and, well, my PC can have a palpitation or two.

Kudos, to you!  

Atrahasis

  • Guest
Re: Question for Atra...
« Reply #6 on: November 14, 2003, 08:22:57 am »
Yep, just remember if you wanna make your models really useable, or if you're making a high attrition unit, you should probably at least make an LOD 2 that has less polies and uses only 128 X 128 textures. LOD 3 is a nice added luxury, but LOD 2 is the most important model, more important than LOD 1 for gameplay. This may mean model production and release will take longer, but what they hey. Just keep this thought in mind to insoire you: "I am creating a classic that will be used for years....the least I can do is make it more useable in the game." I'll be making them for all the 'Blazers ships, when I release them you can take a peek and see what I did, or download the USS Constitution and Saladin for which I've already done LOD 2 and LOD 3.  

Btw, you will still need Max to combine all the LOD's into one model......I don't think Milkshape has the right plug-in to do that, but I could be wrong on that.
« Last Edit: December 31, 1969, 06:00:00 pm by Atrahasis »

Captain Ron

  • Guest
Re: Question for Atra...
« Reply #7 on: November 14, 2003, 11:34:59 am »
Nope milkshape is very limited

No LODs, No break models but what did you expect for $20 bucks anyway?
It does allow for you to build models and apply textures but it was designed for FPS games someone in this community made the plug-in (no easy task) to allow us to use it for SFC. it has its limmits but it is ok for medium range poly ships if you keep the polies down, under 2000, and the textures of mostly 512 x 512 or 256 x 256 then you should be ok since that is pretty close to a LOD 2, that the high end models use, anyways.