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Post by kulu on Aug 4, 2016 5:38:24 GMT
Hello
I want to build a city enviroment. I want to populate it with characters and objects. Since it is a city , there will be alot of characters and objects.
My question is : How does the LOD system in 3d rad work? And is this the right approach to generating and populating a city scene in 3d rad?
Any help would be appreciated.
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Post by WhyNot on Aug 4, 2016 8:25:58 GMT
Use a script with iVectorLength. or Event on Location . I do the same
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Post by Karvy on Aug 4, 2016 11:06:04 GMT
You can see the LOD_demo.3dr file project.
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Post by NicusorN5 on Aug 4, 2016 12:14:18 GMT
Use a script with iVectorLength. or Event on Location . I do the same Duh , iVectorLength is laggy for me...
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Post by WhyNot on Aug 4, 2016 15:17:20 GMT
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Post by MonstaWolf on Aug 10, 2016 2:48:45 GMT
I could give a tip on a traffic system. I use two scripted vehicles (not car objects) which spawn on a point closest to me but a certain distance away as well. Points are placed all around the map, and each time you get a certain distance away, one or two will respawn in a certain position or positions with a randomized skin.
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hawk
Full Member
Posts: 69
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Post by hawk on Aug 10, 2016 4:44:31 GMT
Try to reduce the number of unique skinmesh and rigid body objects you manually place in whenever possible, by this I mean, where ever you can reuse the same objects, use instances (impostors)
I would suggest that a good way to handle LOD for large static objects like buildings and terrain features would be to break up your map into moderate sized grid pieces, each grid piece has lesser detailed versions of it, export each piece with all lesser detailed versions like a FBF animation, then use a script to cycle thru the frames based on how far the player is from it.
For non-animated small objects you can do what MonstaWolf suggests, you could even do that with lamp posts, signs, trees, random garbage, small props in general. (Use imposters instead of individual objects to improve loading times and performance)
Skinmeshes with bone animations you are out of luck with imposters, you'll need to have different skinmeshes for each animated character, and relocate them to near the player.
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Post by indiedev on Aug 10, 2016 9:05:46 GMT
the simplest LOD in rad is mip maps for skinmeshes, the help file explains this
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Post by kulu on Aug 10, 2016 18:15:18 GMT
Cool . Thanks guys . Will give all the suggestions a try.
Im still building the scene in max. Once im done I will move over to 3d rad .
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