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Lowrez for props?

Posted: Tue Oct 23, 2012 6:03 am
by sereja2
I try to convert my Nar Shaddaa map, for SWBF2, and found lot of problems.
Mostly sad of them: it seems, SWBF2 dosn't support lowrez for props :shock: . This mean, all my custom models, start dissapear, right from under feet. I try to edit odf, like this:
Hidden/Spoiler:
[code][GameObjectClass]
GeometryScale = 2.9
ClassLabel = "prop"
GeometryName = "nar_trassa.msh"

[Properties]

GeometryName = "nar_trassa"
GeometryLowRes = "nar_trassa"

FoleyFXGroup = "metal_foley"[/code]
But with no any result. Is there exist some other way, to add lowrez for props?

Re: Lowrez for props?

Posted: Tue Oct 23, 2012 7:47 am
by Locutus
I am not entirely sure but I think its called LowResModel = "NAME".

Re: Lowrez for props?

Posted: Tue Oct 23, 2012 9:28 am
by sereja2
No, unfortunately it is not work's...

Re: Lowrez for props?

Posted: Tue Oct 23, 2012 10:47 am
by AceMastermind
The lowrez mesh should be exported with the model as part of the hierarchy in the msh file.
[color=#FF8040]art_guide.doc[/color] wrote: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.
How to set up a lowrez mesh for your model

Re: Lowrez for props?

Posted: Tue Oct 23, 2012 12:28 pm
by sereja2
Now, I am realy confused: follow this tutorial, lowrez, should work for SWBF2, like exactly the same way, how it works for SWBF1. All my models has lowrez models, as part of the hierarchy. But on practice, it not works for SWBF2, but works for SWBF1.
Is it, possible explanation of this, cud be the lack of game memory, because of load so many lowrez models at ones?... Funny, but I always think, SWBF2, should have much more memory, then SWBF1...

Re: Lowrez for props?

Posted: Tue Oct 23, 2012 2:38 pm
by Locutus
Maybe its caused by the sky file. You could try using a freshly munged swbf2 sky file and see if that helps.
If not, mhhh, I have not really an idea but I think that I am experienced enough to play around with this a little if you could upload your data_MAP folder somewhere.

Re: Lowrez for props?

Posted: Tue Oct 23, 2012 2:57 pm
by Marth8880
Export the lowres mesh with the highres mesh like Ace said and hide it. The object itself must have _lowrez or _lowres appended after the name, though, like "giraffe_lowrez". It's just like shadowvolumes. It's likely, however, that the bounding box is just being weird. To fix that, create a box that encompasses the entire model but is a little bigger and select it as the bounding box upon export. Alternatively, put "-lodgroup hugemodel -lodbias 20.0" in the model's .option file.

Re: Lowrez for props?

Posted: Tue Oct 23, 2012 8:39 pm
by sereja2
It seems, I was wrong, about nature, of props dissapearing. Lowrez works fine - I can see far away buildings. Props start dissapear in mostly at close distance. The same happens in SWBF1, before, I decrease sky file parameters, to this:
NearSceneRange(30.0, 160.0, 40.0, 200.0);
FarSceneRange(0.0, 0.0);
This bug happens, because of game memory overload by lowrez models.
The difference, is next: in SWBF1, this bug, happens only in some certain places, and after I, decrease sky parametrs, it didn't happens at all, except maybe in some certain places, only with 3rd person zoom mode.
In SWBF2, it happens everywere, in any places. I did not even recognize this small SWBF1 bug, from first sight, becouse, in SWBF2 it overgrow, to incredible size. It is not gone, when I decrease sky parameters, as it gone, from SWBF1, so I probably can't fix it.
It's weird, but I have no other explanation: SWBF1 has much more superior memory, and my overloaded, by props map, just can't works fine for SWBF2. :(