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Has anyone figured out how to change draw distance for props?


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31 réponses à ce sujet

#26
Eshme

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Here you have us export writers pushing you lol.



You can get gmax for modeelling, that is free to download. http://www.turbosquid.com/gmax

#27
JasonNH

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Talisander wrote...

So I've actually gotten this working in a weird but much faster way. All I've done is copied the .mmh, .msh, and .phy files to my packages/core/data and then renamed the "_0" suffixes of every filename to "_1". No need to open the actual files!  Then I did the same thing with the meta files (only renaming the filename.)

The models never disappear and work fine with this one simple step. Not sure if this way has a disadvantage over actually changing all the references within the files.

I will try building lightmaps without the renamed meta files as per Semper's suggestion. That might make doing this even easier.

Alex


Thanks Alex, I figured there would be a more streamlined way of doing it. How did the lightmapping come out?

#28
Talisander

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Just realized I never responded here... sorry guys. In case someone hasn't tried it on their own yet: Lightmapping seems to work fine at short and long range, just by renaming the files.



Will post again here if I find any problems with the method over time.

#29
JasonNH

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Interesting, because that actually didn't work for me. I had to create foo_1.met files and edit them to match the corresponding foo_1.msh they reference. If you look at the way DA implemented the prp_treeline placeable, I essentially needed to mimic that.

#30
Talisander

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No, you're right Jason, I believe you need the renamed meta files in data_tools as well. It's been a few weeks, but I extracted and renamed the .met files I needed as well, so it must not have been working without them.






#31
Daeltaja

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Resurfacing an old thread here, have an issue with this for a cave model that I'm using exteriorly. It's not a huge deal but would be nice if I can get it to render from a further distance.

I have extracted the .mmh, .msh, and .phy files related to the model and added them to the proper directory. However in this instance, the model itself has no _0 to begin with. The files in question is cav_cliffc. I tried creating cav.cliffc_0 for each of the files types, along with a _1 version. I also extracted the .met file and renamed accordingly, then placed in data_tools in my module directory.

Is there a step proceeding this? I'm under the understanding that the engine will pick up the renamed files from the data/data tools folder and all I had to do was re-render lightmaps and voila. However, it's not the case and the model is still disappearing after a fairy short distance.

So, is it possible that I'm out of luck here, as the file had no _0 to begin with? Would editing the files themselves pose a possible solution (out of my depths there I might add!)

Thanks in advance!

Modifié par Daeltaja, 06 janvier 2011 - 05:36 .


#32
DarthParametric

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You can't just dump them in the folder of an existing module. You need to re-export the level after having changed the appropriate models. As long as the model you place in a level is the LOD0 variant, the level editor will automatically detect and assign the LOD1 model (assuming it exists and is named appropriately).



By the way, simply renaming copies of the LOD0 model files to LOD1 is bad practice. It's fine for simple alpha/beta testing, but for publicly released mods you should actually make proper reduced LOD models. That's the whole point of LOD scaling in the first place - to reduce system overhead by lowering the detail of distant objects.