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Draw Distance


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#1
AlanSJF

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Hi,

I know there are posts elsewhere addressing the question of draw distance and models remaining invisible unless you get close to them, but the suggested solutions kinda go over my head at this stage. My question is, does the same issue translate to cutscenes?

I've created a module and tested it in game to see how things look, and everything's fine apart from a line of pillars at the far end of the area, which only appear if I move at least three quarters of the way across the map. I want to use this area as the setting for a cutscene/cinematic, but obviously bits of the environment that are visible one minute and gone the next isn't a good thing.

So, do I have to knuckle down and try to wrap my head around the solutions posted elsewhere on the forums, or is everything in an area always visible from anywhere in a cutscene?

Modifié par AlanSJF, 03 septembre 2010 - 05:31 .


#2
Lord Methrid

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I will say that there is indeed some form of view distance in cutscenes. I too ran into the same problem when panning from the shore in redcliff to its docking area. For me however, its the trees that change from "low quality" to "high quality" once the camera moves into closer proximity.

I remember seeing a tutorial explaining about a distance setting set in the level editor, I am not sure if this setting causes a universal result but until I can find a solution to this problem myself, I would recommend medium to close up shots of your characters. Panoramic views dont seem to be a wise choice just yet :(

#3
AlanSJF

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Well, it's good to know there is view distance in cutscenes, but I guess i won't know whether or not there is a problem until I try it out. The area where the scene takes places is fairly small, I guess - 60-something by 90-something, and I don't intend any of the action to take place anywhere near the models that aren't permanently visible in my in-game test.



However, one of my opening shots is supposed to be a view from the front of the area all the way across it, so I may have problems there ...



But anyway, I'll give it a go and see what happens.


#4
FergusM

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Basically, the draw distance is based on the level of detail used for a model. Some models dont have a low LOD version, so they just don't display at a distance.



In a cutscene, there is a LOD setting on creatures, placeables, etc. You can change this to high, such that the high LOD model will always be displayed.



However, things default to the 'cutscene' level of detail, which may be sufficient already. If you see disappearing props, you may have to activate them in your cutscene and change the LOD.



You can also influence LOD by setting the 'use master for LOD' option in the cutscene object inspector. By default, the distance used for LOD is I think based on the center of everything used in the cutscene. If you enable this option, it's based on the green master object, which you can move around.



And, if none of this works, the solution you've seen elsewhere is in fact fairly simple. The basic idea is:



Get the model file from the game folders.

Rename it. The different LOD versions are named things like model_0 model_1 model_2 model_3, with the highest detail being 0.

So, what you basically do is trick the game by duplicating the 0 version and just calling it 1 or 2 or whatever. Normally where the game would go to load the lower LOD version and instead loads nothing (because it doesnt exist), it will now load up this duplicate model.

Note that the naming conventions vary a bit, some things have 2 LODs, some have 3, etc.

#5
AlanSJF

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Well, when I opened up the area in the cutscene editor all the models where visible from both master and defult camera 1 positions (i.e., from the front of the map) - no snapping into visibility only when you gate close to them. Phew. Looks like I won't have to tinker with anything after all.