Page 1 of 1

Re: Naboo and Rhen Var Buildings

Posted: Tue Mar 25, 2008 3:39 pm
by Teancum
Just copy the main texture and name it as _lowrez. As far as the draw distance for models, all that is handled in the sky file with the ranges in there.

Re: Naboo and Rhen Var Buildings

Posted: Tue Mar 25, 2008 4:03 pm
by FragMe!
try adding a -lodbias putsomenumberhereotherthan1 into a .option files.

-lodbias Sets a bias on the distance at which a model will LOD. Larger numbers will cause the model to remain detailed at larger distances. I know it is not when to switch to lowres
but it may help

there are other lod settings too, like lodgroup, the statement above was from the misc_documentation.doc

Re: Naboo and Rhen Var Buildings

Posted: Tue Mar 25, 2008 5:21 pm
by Teancum
SBF_Dann_Boeing wrote:How would saving the main texture as the lowrez help... What I'm saying is that although it marks a Lowres texture in the MSH, and I have that texture in the MSH folder, it still doesn't show up in-game, the object disappears when you walk a far enough distance away from it, which isn't very far.

As for the sky file, farscenerange only deals with how far an object or terrain can be seen, not the distance at which models switch to their low-res texture. Does NearSceneRange do this?
Dunno, I got my data from the SWBF1 sky topic:

http://www.gametoast.com/forums/viewtop ... 2250#p2250

Re: Naboo and Rhen Var Buildings

Posted: Tue Mar 25, 2008 11:36 pm
by FragMe!
Dann
I had a look at the Naboo buildings with 3D unwrap. Most of the buildings don't have a lowrez and those that do the lowrez tga files aren't in the BF2 assets but they are in the BF1 assets.

Had a quick look at the Rhen Var buildings too, they also don't have a lowres.

Re: Naboo and Rhen Var Buildings

Posted: Wed Mar 26, 2008 2:00 pm
by SBF_Dann_Boeing
i know, i tried copying over the tga's as well as copying over the MSH's, but no dice.

Re: Naboo and Rhen Var Buildings

Posted: Wed Mar 26, 2008 2:58 pm
by Teancum
That's what I'm saying, if you tell it -lodgroup bigmodel, it's supposed to ignore lowrez altogether, making it work at any distance. Worked for my custom A-Wing model in SWBF1.