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There is a page named "LOD" on The DarkMod Wiki. See also the other search results found.

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  • File:Lod test1.jpg
    Entity spawnargs for a simple LOD demo: A globe becomes a birdcage when you get more than 200 units away, and
    (468 × 443 (65 KB)) - 17:28, 4 June 2014
  • File:Lod test2.png
    Entity spawnargs for a simple LOD demo: A globe becomes a birdcage when you get more than 100 units away, a s
    (470 × 507 (32 KB)) - 17:30, 4 June 2014
  • 679 bytes (114 words) - 15:16, 10 April 2016
  • TDM from v1.03 onwards has a LOD system, where the engine can replace models that are far away with simpler ...Note: The cattails screenshot are before color correction, this is why the LOD model looks quite a bit darker)
    13 KB (2,163 words) - 16:00, 14 May 2017
  • ...shots. If you want to create more LOD stages/models, please see [[Creating LOD Models]] for a tutorial. Defaults High Detail (model only), LOD has one stage.
    2 KB (264 words) - 18:28, 1 March 2012
  • A '''Level of Detail''' (LOD) system can be used to bring more details to the screen while still speedin == The new LOD System - Overview ==
    10 KB (1,719 words) - 08:47, 7 August 2021
  • .... Also, if you use these spawnargs, then the entity cannot have the normal LOD thinking. So use this only for static models manually placed in a map.}} * [[LOD]]
    2 KB (351 words) - 15:40, 10 March 2015

Page text matches

  • A '''Level of Detail''' (LOD) system can be used to bring more details to the screen while still speedin == The new LOD System - Overview ==
    10 KB (1,719 words) - 08:47, 7 August 2021
  • |<gallery>File:Attachment point swinging lod.png</gallery> ...create swinging lamps, ropes, etc. use 'bindtojoint' 'lamp'. This one uses LOD and will stop swinging at 500 units away by default.''
    227 KB (38,525 words) - 14:59, 13 April 2024
  • ...shots. If you want to create more LOD stages/models, please see [[Creating LOD Models]] for a tutorial. Defaults High Detail (model only), LOD has one stage.
    2 KB (264 words) - 18:28, 1 March 2012
  • ...farther away from the player than '''hide_distance''' (as defined on each LOD entity) + '''cull_range''' will be removed from the game world. When they c ...further away from the player than '''hide_distance''' (as defined on each LOD entity) + '''seed_cull_range''' will be removed from the game world. When t
    33 KB (5,385 words) - 03:56, 26 March 2015
  • *[http://bugs.thedarkmod.com/view.php?id=2276 #2276]: Improve the LOD system (Coding) *[http://bugs.thedarkmod.com/view.php?id=2505 #2505]: Move LOD models (Models)
    11 KB (1,608 words) - 16:14, 3 February 2021
  • * [http://bugs.thedarkmod.com/view.php?id=2680 #2680]: Need a LOD data manager (SEED) == LOD (Level of Detail) ==
    6 KB (919 words) - 04:45, 4 February 2021
  • The new and improved [[LOD|LOD System]] for TDM v1.04 lets you place entities in your map that reduce thei * 3000 entities "thinking" (deciding what LOD they have) takes about 7% of performance, even when they are not visible
    7 KB (1,229 words) - 01:01, 24 March 2015
  • ===LOD=== See the [[LOD]] wiki.
    37 KB (6,169 words) - 05:15, 19 April 2024
  • ...t issue. It will also show 'tricks' that can be used for distant views and LOD of terrain in the distance. LOD's (Level of Detail) for those details.
    20 KB (3,747 words) - 13:51, 21 November 2018
  • == LOD == ...'idAnimateds are the only class allowed to simply still their md5mesh as a LOD optimization, which they do by setting "model_lod_N" to the special value "
    30 KB (4,509 words) - 03:02, 12 March 2022
  • <!--== LOD (Level of Detail) == ...e out distances and can set different models, skins and noshadows on every LOD stage. See [[Level Of Detail|here]] for more information.
    13 KB (1,967 words) - 15:56, 3 February 2021
  • ...patch look like a different flat shape in decals, particles, skyboxes, and LOD models. The material remains properly lit by nearby light sources. ===Fake skybox details / LOD models===
    2 KB (242 words) - 18:02, 4 April 2014
  • ...ial performance optimizations have been implemented, including AI\Animated LOD and Particle rendering fixes * the LOD system has been extended to cover AI and animated objects (SteveL)
    4 KB (649 words) - 14:32, 4 February 2021
  • TDM from v1.03 onwards has a LOD system, where the engine can replace models that are far away with simpler ...Note: The cattails screenshot are before color correction, this is why the LOD model looks quite a bit darker)
    13 KB (2,163 words) - 16:00, 14 May 2017
  • # the distance for [[LOD]] (Level of Detail), that is the distance from where objects switch to high ...ng only influences maps which use portals with "hide_distance", or special LOD entities. Currently this means only a few selected FMs show a difference. O
    2 KB (357 words) - 03:10, 25 November 2019
  • ...-scale texture. Mipmaps will improve image quality, the transition between LOD stages, and overall performance. More on mipmapping: https://en.wikipedia.o
    4 KB (701 words) - 15:51, 1 September 2020
  • * Made some cabinet objects openable, added LOD's to some objects, improved some objects/textures, added some skins.(Baddco
    25 KB (3,550 words) - 05:31, 4 February 2021
  • ...the forums, including more advanced & optional tricks such as using the [[LOD]] system or [[SEED]] system, or even crazier tricks (cross-leaf func_static ...ayer. Some useful things to use are the [[Object_detail]], [[SEED]], and [[LOD]] systems. See the blueprint for the Thief 2 level Trail of Blood for a rou
    51 KB (8,847 words) - 15:33, 1 July 2021
  • See also: [[LOD|LOD system]]
    13 members (0 subcategories, 0 files) - 16:52, 22 November 2022
  • .... Also, if you use these spawnargs, then the entity cannot have the normal LOD thinking. So use this only for static models manually placed in a map.}} * [[LOD]]
    2 KB (351 words) - 15:40, 10 March 2015
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