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#1
Addictress

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Hello. I was wondering if anyone knows good forums or sites that have an active community that can answer n00b questions?

 

For instance, I was playing around with DA:I meshes and noticed that the .obj files have all these:

 

_lod0

_lod1

_lod2

 

And in the basic body mesh modding tutorial I found on Dawnless Sky's DAI Modding Tools forum, they said that I could just use _lod0 and ignore the others.

 

When I imported all the _lods, it looks like each one was just different variations of the same mesh, filling it in with diffferent arrangements of polygons and edges. Probably to add additional detail for rendering in game, right? 

 

That's my interpretation of it, but when I google some things like this, it ends up being ... too esoteric for google and I can't really find someone who can intelligently explain what exactly these _lod files are. See, if I really want to render something detailed, I want to use all the _lods.

 

*sigh* can anyone help. The DAI Modding Tools forum is really dry and I don't get an answer until the next day if at all, and I seem to be the only one active there, because everyone has moved on. But I'm a n00b who just started modding the past two months and have questions. Like I'm sorry I'm not a hyper-intelligent 15 year old who miraculously learns how to code silently and self-taught-like.... argh



#2
lynroy

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_lod[x] corresponds with the mesh setting: Ultra, high, medium, etc. _lod0 is the ultra mesh. The reason why hair mods only work with the mesh set to ultra is because it is that specific mesh (_lod0) that is altered while the others remain unchanged.

I myself am a total n00b at creating mods, I made a couple hair mods for personal use. Nightscrawl might be able to provide more insights and links for you. (Sorry, nightscrawl, your name was the first to come to my mind about this.)
  • Addictress aime ceci

#3
Addictress

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_lod[x] corresponds with the mesh setting: Ultra, high, medium, etc. _lod0 is the ultra mesh. The reason why hair mods only work with the mesh set to ultra is because it is that specific mesh (_lod0) that is altered while the others remain unchanged.

I myself am a total n00b at creating mods, I made a couple hair mods for personal use. Nightscrawl might be able to provide more insights and links for you. (Sorry, nightscrawl, your name was the first to come to my mind about this.)


*screams*

Finally!!! This answer is so simple!

How do people find out this stuff without asking?? Like how else could I have learned this? Only reason I ask is I'm worried I'll eventually bother every living DA forum member on every forum on the internet in the course of learning to mod because I'll keep encountering random questions like this.

#4
nightscrawl

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Nightscrawl might be able to provide more insights and links for you. (Sorry, nightscrawl, your name was the first to come to my mind about this.)


Aw thanks for the vote of confidence. Unfortunately, I know nothing about mesh editing. If the question were about textures, tints, or some ebx editing, I could probably provide more help.
 
 
Addictress, I just answered your head mesh question over on DAI Tools. People learn some things by trial and error, some through tutorials, and some by asking. I know it is frustrating, and I've had similar issues in the past, but the best advice I can give is to keep asking, and to use the internet as a resource. Also, while generic tutorials will sometimes be helpful, be sure to look for ones specific to the app you're using, such as Blender and the Blender Artists forum.

 

When I put _lod0 into Google I got several hits from such forums. The few posts that I looked at didn't explain it as succinctly as lynroy, but the basic information was there -- 0 is the most/highest level of detail.


  • Addictress aime ceci

#5
Addictress

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Thank you.

When I google it again I saw the hits lol. Of course

But I didn't know it was so simply linked to the ultra mesh option you toggle in options.

The google hits all describe how _lod correlates to level of detail, so I was thinking perhaps invisible variables determine which levels of detail are visible at any given time. Like in one scene, maybe three lods are rendered, and in another scene only one.

But apparently it is simply tied to the quality levels in options! So I don't have to stress out thinking about multiple overlapping meshes ...editing only _Lod0 truly is all you need. Yay