CullRadiusScale

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Rhino
Retired PR Developer
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Joined: 2005-12-13 20:00

Re: CullRadiusScale

Post by Rhino »

https://www.realitymod.com/forum/f189-m ... apons.html

Skip to Step 13: Basic Coding, Cull Distances, probably also want to read up on the LOD Distances above it too.
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Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: CullRadiusScale

Post by Rhino »

the base scale is based around the size of the object from my understanding.
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Psyrus
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Re: CullRadiusScale

Post by Psyrus »

Grober wrote:So for each object cullradiusscale is diffrent?
Basically, yes. The cullradiusscale [henceforth CRS] tells the engine/game how far the object should be rendered. This should be set to a point where it's small enough that the players won't notice it disappear. Here's an example of an object with an incorrect CRS :)


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[R-DEV]Rhino wrote:the base scale is based around the size of the object from my understanding.
Yeah, the larger the object, the smaller the CRS has to be to render it far away. So a huge object maybe needs only a CRS of 3-4 to render to 1000m, but a car/dirtbike needs 10-15 CRS to render to 1000m.

You can see some of the vehicle CRS work I did [here] to give you an idea.

Does it make sense now?
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