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Offline IGWedge

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LOD Problem (geom)
« on: 20 Oct 2005, 11:38:07 »
Hi guys

Im really sorry to bother you with this one, and i have read all the topics i can on this.

I have also worked throuh BRSSEB's Tuts as well.....to no avail.

I am making a very simple sign wich i have created and textured.

I have created the Geom Lod (no sides touching the original) and set mass.

I then saved the selection as component01 as suggested. I save then PBO then load it up.

First off i managed to get some kind of Geom working as i could shoot the sign and blow it up but could still walk through it.After reading some posts on similar topics i tried the whole process again IE. deleting the components, re-setting the mass creating new components etc

Now nothing is working :(

Any help would be greatly appreciated
Many thanks

Wedge

(ps.do your geom LODs have to be connected in any way?? i dont think they do i was just checking)

Offline Hawkins

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Re:LOD Problem (geom)
« Reply #1 on: 20 Oct 2005, 13:06:40 »
The geo lod has to be thick, even though the original isn't. I think it had to be at least 1/4 of one of the squares in O2. For example, if the original is like:

||

then the geo lod part has to be

|  |

if you want it to stop soldier from walking through. And then of course you need to apply mass to it but you probably already know that. ;D

Offline Planck

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Re:LOD Problem (geom)
« Reply #2 on: 20 Oct 2005, 18:07:27 »
Looking at a  BIS roadsign, they seem to have 1 Resolution lod, a Geometry lod and a View Geometry lod.

The Geometry LOD is made up of 1 selection.

This selection is only 8 points, 6 faces and is basically a rectangular slab which covers the area around the model.

Mass for the sign I was looking at was 100.000

There were no named properties.

Also the roadsigns have no entries in the game config, so the model properties are taken from the p3d file.


Planck
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Offline IGWedge

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Re:LOD Problem (geom)
« Reply #3 on: 20 Oct 2005, 21:43:09 »
Thanks for the responses guys

Let me get this straight .... the Geom LOD can be bigger than the object??

I thought it was not able to break outside of the original ??

OK .... lol..... now thats left me a little confused.

I made a slab approx lets say 2 x 2 and then added the post which was about 0.1 x0.1
my geom lods were a fraction smaller than these originals.

I will mess with it until one of u guys can respond.

Many thanks once again

Wedge

Offline Planck

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Re:LOD Problem (geom)
« Reply #4 on: 20 Oct 2005, 22:10:57 »
Attached below is the 4-view from Oxygen for the sign I was looking at.

It shows the Geometry LOD, with the resolution LOD in the background (yellow).


Planck
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Offline IGWedge

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Re:LOD Problem (geom)
« Reply #5 on: 20 Oct 2005, 22:26:22 »
So the Geom LOD is bigger than the original Object

Offline Planck

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Re:LOD Problem (geom)
« Reply #6 on: 20 Oct 2005, 22:32:03 »
Just slightly.  ;D


Planck
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Offline IGWedge

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Re:LOD Problem (geom)
« Reply #7 on: 20 Oct 2005, 22:33:47 »
ok thanks planck  gonna give it another go

edit: just tried it....nothing    
any chance i can send it to you to look at , maybe then you can tell me whats wrong with it!
« Last Edit: 20 Oct 2005, 22:41:08 by IG-Wedge »

Offline Planck

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Re:LOD Problem (geom)
« Reply #8 on: 20 Oct 2005, 22:57:03 »
Send it along............I will certainly look at it.........no promises though.   ::)


Planck
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Offline IGWedge

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Re:LOD Problem (geom)
« Reply #9 on: 20 Oct 2005, 23:19:20 »

Offline Chris Death

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Re:LOD Problem (geom)
« Reply #10 on: 21 Oct 2005, 00:08:41 »
Just for clarification:

BRSSEB wrote in his tut' that the geo lod shouldn't break
through the res-lod

This is totally wrong

Bear in mind that BRSSEB for sure didn't mean it technically
but practically. I reckon' having read a statement of himself
somewhere that he's aware about his confusing statement.

Fact is:

Resolution LOD(s) and collision LOD(s) (geo/fire geo/etc.)
do not depend on eachother in any way apart of that they require
eachother to make an addon work propperly.

The res-LOD does tell OFP how the object is looking like,
while the collision LOD is telling the engine - well how to calculate
collision.

If you create a 30x30x30 meter building in the res-lod,
and you create a 1x1x1 meter cube in geo lod, then
you will see a 30x30x30 meter building ingame, but
the only thing where you cannot walk through will be the
1x1x1 meter cube from the geo-lod.

hope this clears up some confusion now  :)

~S~ CD
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Offline IGWedge

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Re:LOD Problem (geom)
« Reply #11 on: 21 Oct 2005, 00:21:14 »
thanks chris  i do understand a little better.

Actually Planck has just helped me fix my problem

so thanks to Planck for that and thanks to chris death for your input

Many thanks

Wedge

Offline cj525

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Re:LOD Problem (geom)
« Reply #12 on: 22 Oct 2005, 16:54:49 »
The fog lifts, the sky is finally clear  :D

Offline IGWedge

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Re:LOD Problem (geom)
« Reply #13 on: 22 Oct 2005, 19:38:18 »
well nearly

ihave a new issue same as above except one thing!

its the opposite way round.I cant walk through things but my bullets go straight through!!

It seems that when i create a Geom LOD as an 8 cornered box its fine it only seems to happen with LODs that have more that 8 vertices.......any ideas ???

Many thanks  
wedge

Offline remcen

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Re:LOD Problem (geom)
« Reply #14 on: 23 Oct 2005, 02:28:06 »
the geo lod is responsible for collision, the fire geo lod for bullets passing though or not. the easiest way is to copy the geo lod into the fire geo lod, but actually i don't recommend that unless the structure is very simple. normally the fire geo lod is more detailed than the geo lod.
the reason for the separation of geo and fire geo lod is that there are objects that you cannot pass through as person, but a bullet would easily penetrate, like a window, a thin wooden panel, etc.

to make it even more sophisticated (and to anticipate your likely next question ;) ) there's the view geo lod by which the rendering of all objects behind an object is handled and thus if AI would see you if you hid behind that object. (however, rendering of units behind an object can be forced by adding canocclude = 0 as named property, like it's done for bushes, etc.)
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