Difference between revisions of "LOD"

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'''LOD''' models are the '''low level of detail''' versions of the original models. This is what you see loaded far away. As you get closer to the LOD model, it should change to the original model if it has one.
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{{tutorial-stub}}
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{{Cleanup-rewrite}}
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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.
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==How LODs are created==
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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.
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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.
  
==How to==
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===GTA Vice City===
To create an LOD version of the original model, create a model that has a lower level of detail than the original model, i.e. less polygons and smaller textures.
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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 the [[IDE]] file, the [[draw distance]] of the LOD object should be more than 300 [[unit]]s. The draw distance of the original object should be less than 300.
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===GTA San Andreas & GTA IV===
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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).
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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.
  
===Vice City===
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== See also ==
The LOD models should 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.
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* [[Map system]]
  
===San Andreas===
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== External links ==
Which object is used as LOD is defined in the [[IPL]] entry for the original object. The last (11th) value defines the line number in the same IPL file for the LOD object instance. The first item in IPL file is line number 0, second is number 1 and so on. A value of -1 means no LOD is used.
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* {{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.
  
{{tutorial-stub}}
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{{N|4|LCS|SA|VC|III}}
[[Category:Mapping]][[Category:Modelling]][[Category:Documentation]]
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[[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.

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