Jump to content
The Dark Mod Forums

Making LOD models


Tels

Recommended Posts

Making LOD models is more fun than I thought, esp. if the original models are of a very high quality. Than you can really save tris, and the player can still enjoy all the high details:

 

post-144-128587903895_thumb.png

 

Although in the end I settled for 64 tris in a bowl-shaped patch, this still makes it 64 tris in one surface, compared to 1044 tris in two surfaces for the original :)

 

The more bright surface corrects for a correct in-game look, and you can see in the distance it looks like it floats, but if placed on a dark background similiar to the rocks, it will blend in ok.

 

post-144-128587931072_thumb.png

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

Link to comment
Share on other sites

  • 4 months later...
  • Replies 51
  • Created
  • Last Reply

Top Posters In This Topic

Revisiting this I tried to make a low-poly aphrodite statue, because the lowest we got has about 1500 polies.

 

After many failed attempts I made something passable. The UV is totally wrecked, but it passes esp. from the distance this is going to be used. 430 polies vs. 1500 will save a bit rendering, too:

 

post-144-129743487689_thumb.jpg

 

From a distance it doesn't look so bad:

 

post-144-129743449157_thumb.jpg

 

post-144-129743458682_thumb.jpg

 

I have now set the distance where the verylow model is used at 2000 units. This will work, except maybe if the player uses the spyglass. (There is an open bug that the LOD distances should get higher if you use the spyglass. Apart from a few problems implementing this this also means you would get a stutter if you open/close the glass, and I don't think this will be good). Anyway, higher settings in the menu will make the LOD distance bigger, so it will look better.

 

 

post-144-129743460067_thumb.jpg

post-144-129743462716_thumb.jpg

 

Now while this statue is probably not so important (how many would there be in a given scene?), it shows how it can work for other things. For instance our gargoyle statues have >5000 polies, too. And if a few of these were f.i. used high-up on a tower or roof-corner, LOD models could really save some rendering time.

 

But that's for another day.

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


  • Recent Status Updates

    • The Black Arrow

      Hey @nbohr1morehow come the zombies in The Dark Mod don't have a "resurrection" mechanic to it, similar to how Thief has it?
      They're quite a weak creature as of right now, it's merely a walking corpse that slashes you, making attacking them to kill them an actual strategy.
      Would be better if they had some cool mechanism to it that truly makes them a danger, such as the resurrection idea itself.
      · 2 replies
    • Ansome

      Query: when was the last time a zombie in a video game was unnerving or scary to you? I'm chipping away at my anniversary submission and I've been trying to gather opinions on the subject. I'm perfectly capable of lighting them well, changing their sfx, and creating effective ambience, but I'm worried that zombies at their core are just too overdone to be an effective payoff to the tension I'm creating.
      · 4 replies
    • nbohr1more

      The Lieutenant 3 is out! Congrats Frost_Salamander! ( raising awareness )
      · 2 replies
    • OrbWeaver

      Has anyone had any luck with textures from Polyhaven? Their OpenEXR normal maps seem too washed out and give incorrect shading in the engine.
      · 5 replies
    • datiswous

      I tried to upscale the TDM logo video. First try:

      briefing_video.mp4 You can test it ingame by making a copy of the core tdm_gui.mtr and place it in your-tdm-root/materials/ , then edit line 249 of that file into the location where you placed the new briefing.mp4 file.
      What I did was I extracted all the image files, then used Upscayl to upscale the images using General photo (Real-Esrgan) upscale setting and then turn it back into a video.
      I might have to crop it a bit, the logo looks smaller on screen (or maybe it's actually better this way?). My video editor turned it into a 16:9 video, which I think overal looks better than 1:1 video of original.
      · 1 reply
×
×
  • Create New...