EvilEngine/LODT: Difference between revisions
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Battlepedia>Seil (Created page with "A '''LOD table''' defines how models should look based on their distances from the in-game camera. A model can have up to 4 levels of detail, each level being a separate versi...") |
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| 0x1C || float || '''LOD3 Distance''' from camera |
| 0x1C || float || '''LOD3 Distance''' from camera |
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[[Category:Asset]] |
Revision as of 10:38, 25 November 2018
A LOD table defines how models should look based on their distances from the in-game camera. A model can have up to 4 levels of detail, each level being a separate version of the model, spaced at increasing distances from the camera. Once the maximum distance is reached, the model starts fading out of view.
Format
The asset data starts with an int which defines the amount of entries in the LOD table, then the entries themselves. Each entry has the following format:
Offset | Type | Description |
---|---|---|
0x00 | AssetID (Model) | Model |
0x04 | float | Max Distance from the camera before it starts fading out. |
0x08 | AssetID (Model) | LOD1 Model (optional) |
0x0C | AssetID (Model) | LOD2 Model (optional) |
0x10 | AssetID (Model) | LOD3 Model (optional) |
0x14 | float | LOD1 Distance from camera |
0x18 | float | LOD2 Distance from camera |
0x1C | float | LOD3 Distance from camera |