[Question] Enterable building lods

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GhostDance101
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[Question] Enterable building lods

Post by GhostDance101 »

So I've been modeling this enterable power station for the Darunta Dam map I'm making.

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I finished the main model But I'm not sure how many lods to make for it. And whether they need to be enterable or just hollow shells?
e-Gor
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Re: [Question] Enterable building lods

Post by e-Gor »

If you're planning on having people able to shoot out of it, you really do need the interior there on all lods - so those players are visible to snipers and other players at long ranges. I would go with 4 lods personally, with the last (lod3) very basic (you may well be able to get away with making the last lod without interior, but keeping the windows etc. Try it out in game and see how it works). lod1 must look very similar to lod0 (but with less detail, obviously) as this is used close up on low graphics settings.
GhostDance101
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Re: [Question] Enterable building lods

Post by GhostDance101 »

Thanks for the Quick reply. :)
I was planing on having the internal walls and staircases as a separate object.
Also the turbines and control panels and other props as separate objects.
Do these also need 3-4 lods or can get away with using less? For something like the walls and stair cases could I just use one?
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Scot
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Re: [Question] Enterable building lods

Post by Scot »

Nice mate!!Looks very nice!!
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e-Gor
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Re: [Question] Enterable building lods

Post by e-Gor »

Having the insides as separate objects is definitely a good idea. As for what LODs... you should have at least lod0 and lod1, any more is up to you. I would recommend putting a low detail lod2 in there as well. Then just play with the draw distances (top of the .tweak) for each lod to get it to show up when it's needed.
Z-trooper
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Re: [Question] Enterable building lods

Post by Z-trooper »

I usually use up to lod3. I find it gives the best result. And the inside is not needed for lod2 and lod3.. lod1 needs it though as people with low (or medium) uses this instead of lod0.

On another note, those stair cases look rather weak when its just the stairs going up and nothing to support them at all.

Also dont worry about the lods before you have textured the main model.
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"Without geometry, life is pointless"
Spec
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Re: [Question] Enterable building lods

Post by Spec »

Those stairs look very steep for BF2. The BF2 engine and stairs... Did you make sure they are usable without problems? I'm just saying that as a player, i've no experience with modelling and modding with the BF2 engine.
Z-trooper
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Re: [Question] Enterable building lods

Post by Z-trooper »

The stairs angle is fine. Its looks about 45 degrees. Most of the stairs on the Muttrah fort is above or around 50 degrees so it should be fine.
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"Without geometry, life is pointless"
GhostDance101
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Re: [Question] Enterable building lods

Post by GhostDance101 »

Thank guys :)
Rhino
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Re: [Question] Enterable building lods

Post by Rhino »

main thing to remember, lod1 is used by low gfx users so dont delete the inside walls in that or anything like that hehe. for lod1 just removal all the samll details, lights, cables etc :)

also never make the inside hollow ie, delete all in inside walls out without blocking off the windows in the LOD, nothing worse than looking at a building with a window from 500m away and seeing sky though it when looking into the building hehe.
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GhostDance101
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Re: [Question] Enterable building lods

Post by GhostDance101 »

Thanks for all the help :)
Here's a little Preview in context... Still very wip.
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GhostDance101
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Re: [Question] Enterable building lods

Post by GhostDance101 »

So at this point It's only using 2430 tris, so I'll probably add some extra bits.
Could one of the Devs please let me know if this texturing is up to Pr Standards?

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~XHW~Flamestorm
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Re: [Question] Enterable building lods

Post by ~XHW~Flamestorm »

one word: NICE
Z-trooper
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Re: [Question] Enterable building lods

Post by Z-trooper »

I guess it is, but adding a dirt layer would probably be a good idea. The building dosnt have to be crazy dirty but just here and there on the outside at least (there are always null areas on the dirt maps so it is still able to be clean looking).

But basically its up to par with most bf2 buildings, texturing looks rather solid.
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"Without geometry, life is pointless"
AnRK
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Re: [Question] Enterable building lods

Post by AnRK »

Yeah just a wee layer of dust would be nice, looks like a pretty modern dam, so would be nice to have something that isn't too scuffed up.
Terror_Terror_Terror
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Re: [Question] Enterable building lods

Post by Terror_Terror_Terror »

It was built some time in the 50s or 60s I think, by the Russians. There are one or two others built at the same time.

Judging by pictures of the real place I'd say everything has a layer of dust and sand covering it.
Scot
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Re: [Question] Enterable building lods

Post by Scot »

Great work guys!! Want this map, hope it's all going well :)
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Terror_Terror_Terror
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Re: [Question] Enterable building lods

Post by Terror_Terror_Terror »

Ghost has been doing a lot of good work (as you can see), I've been a bit busy with work up until now but we're looking to crack on now that .8 is alive and screaming ;)
GhostDance101
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Re: [Question] Enterable building lods

Post by GhostDance101 »

Hey anybody know what causing these weird sections of stretched texture?
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I uv mapped all of it with planar mapping. It's all good on the outside, but I can't ged rid of the stretching on the inside. Dose it mean the model's screwed up?
It looks fine in 3ds max...
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