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HisArmada

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Dec 13, 2012
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I'm having a few issues setting up LoD meshes for my assets.

One building which has a simple cube UV mapped for the LoD turns into pure specular when you zoom out making it a reflective/shiny eye sore on the map.

The second one is a tree, no matter what I do, I can't get the LoD to load and the tree just doesn't show.

Both LoDs are below 100 tris and UV mapped. Does anyone have any solutions for this?
 
I have that problem too, my (manually made) LOD model is showing up correctly, but only with a specular texture, so there has to be a missing Texture!. I guess the LOD need a extra LOD Texture, something like xyz_LOD_d, but i couldn´t figure out the right prefix to let the Textures appear in the game :( Did somebody allready create a custom LOD and got it Textured into the game?
 
I have that problem too, my (manually made) LOD model is showing up correctly, but only with a specular texture, so there has to be a missing Texture!. I guess the LOD need a extra LOD Texture, something like xyz_LOD_d, but i couldn´t figure out the right prefix to let the Textures appear in the game :( Did somebody allready create a custom LOD and got it Textured into the game?

According to HenkkaArt art "LOD model does not need to be textured but it needs to be UV-mapped." so I'm just straight up confused. How many tris is your LoD mesh? I just ended up deleting mine and the normal mesh works when zoomed out which isn't the ideal solution but it works at least.

- reset x-form?
- which fbx format do you use?

Tried that and I have no idea what format, what ever the default Blender is exporting it as.
 
The way LOD texturing is supposed to work is you don't give any textures for it, and the game automatically bakes the textures from the main model (= creates all textures so it looks like the more detailed model). The LOD model needs to have sensible UV coordinates for the baking to work. If something goes wrong, my first guess would be that there is something wrong with the LOD UV coordinates.

I think all of our artists use almost the same baking system for our own assets, but if you are not happy with its results, you can instead give all the same textures for the LOD as for the main model, named model_lod_d, model_lod_s etc (at least for now you should give none or all, but you can of course experiment with this).

You can also not give a LOD model at all, and the game will create one for you, which works quite well for some buildings and rather poorly for some. Could be a workaround for some buildings if you can't get your own LOD model to work at all.
 
...if you are not happy with its results, you can instead give all the same textures for the LOD as for the main model, named model_lod_d, model_lod_s etc (at least for now you should give none or all, but you can of course experiment with this)..

Now THAT's interesting to know. I hope people won't abuse that system too much and be reasonible with the lod textures sizes if they decide to do so. A lod should be seen from far away and does not need a full size map.
 
You can also not give a LOD model at all, and the game will create one for you, which works quite well for some buildings and rather poorly for some. Could be a workaround for some buildings if you can't get your own LOD model to work at all.

When I tried that I got an error that object is corrupted and without LOD...

Error (i'm doing it in PARK template under Buildings Menu):

Eiq19AB.jpg




Edit: After adding LOD to that model I'm getting pink texture for LOD in asset tool and final model doesn't show under park menu in game...
 
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It still doesn't work for me. I've just tried adding a lod specular texture that's 100% black and yet my lod (a copy of the original mesh with a few parts deleted to bring it under 100 tris) is still 100% reflective.

Also could I get some further clarification on the naming convention? Because this reddit post says LOD and you're saying lod, I'm not even sure if it's case sensitive but neither makes a difference it seems.

Now I finally fixed my LOD problem but I can't update my workshop because the update button is gone. If I make changes to my mod it simply creates an doubled entry in the list.

Delete it from your content manager and subscribe to the workshop version. Once that's downloaded you can update it, when you get the window to upload click the folder icon on the bottom right of the preview image to open the directory. Replace the .crp (CRAP) file inside the 'content' folder with your updated asset and the PreviewImage with your new image (You'll need to make a new seperate asset to access these files, also rename the .crp to the same as in the one you replace in the content folder)
 
Now I have this problem too (I'm on Mac). Original buildings also have this problem...

EDIT: Taking out the building I've made fixed the problem. Ok game, I get it, it was ugly!
 
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The way LOD texturing is supposed to work is you don't give any textures for it, and the game automatically bakes the textures from the main model (= creates all textures so it looks like the more detailed model). The LOD model needs to have sensible UV coordinates for the baking to work. If something goes wrong, my first guess would be that there is something wrong with the LOD UV coordinates.

I think all of our artists use almost the same baking system for our own assets, but if you are not happy with its results, you can instead give all the same textures for the LOD as for the main model, named model_lod_d, model_lod_s etc (at least for now you should give none or all, but you can of course experiment with this).



You can also not give a LOD model at all, and the game will create one for you, which works quite well for some buildings and rather poorly for some. Could be a workaround for some buildings if you can't get your own LOD model to work at all.

thanks for the responce.

I have tried making a texture called xyz_lod_d and it doesn't seem to use it.
Also have an issue where assigning a LOD only works for SO far zoomed out.

for example all the vegetation Iv made, at some point they completely disappear yet the stock tree's in the game remain just fine. Any ideas?
 
Hey, For those who don't yet know. Someone told me the problem I was having with why models appear 100% specular, it is due to naming problems with the uploaded files. You need to have textures for both models, or the LOD version will show up shiny as far as I know. Note that the model requires LOD to be in capitals, but the textures need it to be in lowercase "lod", Because "Logic".

model.fbx
model_d.png
model_s.png
(etc. for other textures)
model_LOD.fbx (Must be < 100 tris)
model_lod_d.png
model_lod_s.png
(etc. for other textures)

There might also be a limit to the sizes of the lod textures, but I'm not sure. Mine is 256x256 and I know that works, but I haven't tried larger yet.