To keep it short; how do I make low-res versions of my models so they work in the game(s)? I didn't see any tutorial covering it in this topic, so I guess it'd be the best to give it a shot here.
Thanks in advance! Stay true to the cheese doodles!
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I doubt the bit about it being one third the originals poly count applies to you though, due to the way you model. It'd be fine I'm sure for you just to duplicate the merged model and rename it.Every object can be exported by itself, but if you want to see it from a distance you will need a low resolution version of the mesh for LOD purposes. Those should be approximately 1/3rd of the original model's poly count, and a child of the model's root node. You must declare it a LOD mesh by appending "_lowrez" to its object name.

Exactly what is the model's root node? The "GroundDummy" null? (Hey, who can't be a n00b?Caleb1117 wrote:Your gonna go "Doh" when you see this probably, but it's in the Art Creation.doc that came with the SWBF2 modtools.Every object can be exported by itself, but if you want to see it from a distance you will need a low resolution version of the mesh for LOD purposes. Those should be approximately 1/3rd of the original model's poly count, and a child of the model's root node. You must declare it a LOD mesh by appending "_lowrez" to its object name.
Yea, or more traditionally the Dummyroot null, or really whatever is a parent of your model.YouJediJunkie wrote:Exactly what is the model's root node? The "GroundDummy" null? (Hey, who can't be a n00b?Caleb1117 wrote:Your gonna go "Doh" when you see this probably, but it's in the Art Creation.doc that came with the SWBF2 modtools.Every object can be exported by itself, but if you want to see it from a distance you will need a low resolution version of the mesh for LOD purposes. Those should be approximately 1/3rd of the original model's poly count, and a child of the model's root node. You must declare it a LOD mesh by appending "_lowrez" to its object name.)


You usually won't find tutorials here for things in which they aren't needed, such as when a process or steps are already explained well enough in the BF2_modtool documentation, the docs should always be your first stop when searching for info.YouJediJunkie wrote:I didn't see any tutorial covering it in this topic, so I guess it'd be the best to give it a shot here.
