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[Question] Can lods 1 and 0 have separate collision meshes?

Posted: 2009-01-02 00:19
by GhostDance101
I'm currently trying to make some new enterable city statics, I was wondering if your modeling a building
and your lod0 has window frames, and your lod1 doesn't do you give them separate projectile collision meshes? or do you leave the frames out of the mesh completely?
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Re: [Question]Can lods 1 and 0 have separate collision meshes?

Posted: 2009-01-02 00:28
by e-Gor
Think hard enough, and the answer will become obvious :P

The game changes the LoD it renders depending on the distance from the object. So which LoD shows clearly depends on which person is viewing it. It just doesn't make sense to be able to have collision meshes different for different people - not only completely unfair but it also doesn't fit with the client-server model BF2 uses.

In other words, no you can't have two different collision meshes.

My personal recommendation would be to put the window frames in the collision mesh and the lod1 (remember the lod1 doesn't want to be too low poly, as this is seen close up when you have your graphics settings on low), and remove them for lod2. At the sorts of distances you're likely to get col2 used, it shouldn't be too much of a problem.

As with most of these things though, if in doubt open up the editor and see what Dice did for the vanilla buildings. You can check out the LoDs in the left hand pane, and in the 'render' menu you get options for showing the collision meshes.

Re: [Question]Can lods 1 and 0 have separate collision meshes?

Posted: 2009-01-02 01:37
by Z-trooper
What he said^ :)

Re: [Question]Can lods 1 and 0 have separate collision meshes?

Posted: 2009-01-02 04:40
by GhostDance101
Thanks for the answer...

Is 10000tris to much for lod0? I Know EA recommend 6000 for a big building but that was a while ago...
It only has 5700 tris atm but I'll probably be adding more detail.
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Re: [Question]Can lods 1 and 0 have separate collision meshes?

Posted: 2009-01-02 09:16
by Rhino
what egor says thou I disagree with this bit.
[R-DEV]e-Gor wrote:My personal recommendation would be to put the window frames in the collision mesh and the lod1 (remember the lod1 doesn't want to be too low poly, as this is seen close up when you have your graphics settings on low), and remove them for lod2. At the sorts of distances you're likely to get col2 used, it shouldn't be too much of a problem.
personally I would not do that, what I would do instead is keep lod0 like you have it now more or less, maybe optimize it a bit, then with lod1 I would remove the frame, and would then texture the inside face of the window like it was metal.

then for col0 I would use more or less the same system for as I did with lod1, have no frame and on the inside face of the window, give it a metal material.

This would mean that bullets would go though the very small frame but as its such a small frame, gameplay wise this means nothing, all you really loose is the effects. If you hit the side of the window near the frame you will get a metal effect like it hit the frame, providing you set up your materials etc.

EDIT: in fact I would not complety remove the frame for col0 and lod1, I would leave the middle bar in place and extend it to the edges, with giving it a metal met on the col as this will have a bit of a impact on gameplay thou the rest I would keep the same.

it is important that your cols are as low poly as possible.