Difference between revisions of "LOD"
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+ | {{Cleanup-rewrite}} | ||
+ | '''LODs''' (level of detail) are the low '''level of detail''' variants of the original 3D models. This is what the player sees loaded far away. As the player gets closer to the LOD model, it will change back to the default model if it has one. This type of behaviour is present in the three-dimensional (3D universe) and high-definition (HD universe) GTA games. | ||
+ | |||
+ | ==How LODs are created== | ||
+ | LODs are created by creating a lower-detailed version of the original model by reducing the number of polygons, reducing extra details and lowering the definition and detail of its textures. | ||
+ | |||
+ | In the [[IDE]] file, the [[draw distance]] of the LOD object should be 301-3000 [[unit]]s. The draw distance of the original object can be of any amount. However larger amounts can consume more memory. | ||
− | == | + | ===GTA Vice City=== |
− | + | The LOD models have the same name as the original model, except the first three letters of the LOD model are replaced by the letters "<code>LOD</code>." Create an LOD version of the [[collision model]] of the original model. The LOD collision should be the same size as the original model's but with nothing in it. | |
− | In | + | ===GTA San Andreas & GTA IV=== |
+ | In ''GTA San Andreas'' and ''GTA IV'' LODs are linked within an indexing system. Each line (or entry for binary file formats like [[Binary IPL|binary IPLs]] or [[WPL|WPL/XPL]]) gets an index starting with 0 which represents the first line and increasing by one with each entry. The [[INST#GTA_SA_format|LOD index]] value for a non-LOD object defines the instance entry/line of an object which should be used as the LOD object. To prevent display glitches make sure that the objects or at least their pivots of both (LOD and normal model) are placed near to each other.(example for GTA-IV: 69 would indicate that the LOD model is placed on the map at line 69). | ||
+ | In GTA-IV this has been slightly changed. The LOD index in the Stream WPL files (the WPL files inside the IMG archive files) point to a line in the WPL outside the IMG. This means if the streamed WPL LOD index is 69 it points to line 69 in the WPL outside the IMG. | ||
− | == | + | == See also == |
− | + | * [[Map system]] | |
− | == | + | == External links == |
− | + | * {{GTAF|post|188549|3177288|Explanation of GTA SA LOD System}} - Post by {{U|steve-m}} explaining the [[LOD]] system for IPL files in GTA SA. | |
− | {{ | + | {{N|4|LCS|SA|VC|III}} |
− | [[Category:Mapping]][[Category: | + | [[Category:Mapping]][[Category:Tutorials]][[Category:GTA VCS]] |
Latest revision as of 12:12, 27 June 2020
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LODs (level of detail) are the low level of detail variants of the original 3D models. This is what the player sees loaded far away. As the player gets closer to the LOD model, it will change back to the default model if it has one. This type of behaviour is present in the three-dimensional (3D universe) and high-definition (HD universe) GTA games.
Contents
How LODs are created
LODs are created by creating a lower-detailed version of the original model by reducing the number of polygons, reducing extra details and lowering the definition and detail of its textures.
In the IDE file, the draw distance of the LOD object should be 301-3000 units. The draw distance of the original object can be of any amount. However larger amounts can consume more memory.
GTA Vice City
The LOD models have the same name as the original model, except the first three letters of the LOD model are replaced by the letters "LOD
." Create an LOD version of the collision model of the original model. The LOD collision should be the same size as the original model's but with nothing in it.
GTA San Andreas & GTA IV
In GTA San Andreas and GTA IV LODs are linked within an indexing system. Each line (or entry for binary file formats like binary IPLs or WPL/XPL) gets an index starting with 0 which represents the first line and increasing by one with each entry. The LOD index value for a non-LOD object defines the instance entry/line of an object which should be used as the LOD object. To prevent display glitches make sure that the objects or at least their pivots of both (LOD and normal model) are placed near to each other.(example for GTA-IV: 69 would indicate that the LOD model is placed on the map at line 69). In GTA-IV this has been slightly changed. The LOD index in the Stream WPL files (the WPL files inside the IMG archive files) point to a line in the WPL outside the IMG. This means if the streamed WPL LOD index is 69 it points to line 69 in the WPL outside the IMG.
See also
External links
- GTAForums: Explanation of GTA SA LOD System - Post by steve-m explaining the LOD system for IPL files in GTA SA.
Grand Theft Auto IV | |
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File Formats | .dat • .gxt • .ide • .img • .ipl • .nod • .sco • .rpf • .rrr • .wad • .wbd/.wbn • .wdd • .wdr • .wft • .whm • .wpl • .wtd |
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Grand Theft Auto: Liberty City Stories | |
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