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$lod: Difference between revisions

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{{lang|$lod|$title=$lod}}
{{lang|$lod|$title=$lod}}
[[Category:QC Commands|lod]]
[[Category:QC Commands|lod]]
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{{Code|select=1|[[$lod]]}} is a [[QC command]] describing how to reduce the [[LOD system|level of detail]] when rendering the model at a given size. It handles the removal or replacement of [[expensive]] parts of the model so it can be rendered more efficiently. There can be up to 8 levels.
{{Code|'''$lod'''}} is a [[QC command]] describing how to reduce the [[LOD system|level of detail]] when rendering the model at a given size. It handles the removal or replacement of [[expensive]] parts of the model so it can be rendered more efficiently. There can be up to 8 levels.


{{ModernTip|[[Studiomdl]] will transfer  weightmapping and flexes from the reference mesh.}}
{{ModernTip|[[Studiomdl]] will transfer  weightmapping and flexes from the reference mesh.}}

Revision as of 11:47, 3 July 2023

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(only in Source) $lod is a QC command describing how to reduce the level of detail when rendering the model at a given size. It handles the removal or replacement of expensive parts of the model so it can be rendered more efficiently. There can be up to 8 levels.

Template:ModernTip

Limitations

Template:ModernWarning

Note.pngFix:Use replacematerial instead.

Template:ModernWarning Template:ModernWarning Template:ModernWarning

Syntax

$lod <threshold>
{
	<options>
}

$shadowlod // Used to generate cheap render-to-texture shadows (not shadow maps)
{
	<options>
}
threshold
Defines when the LOD takes effect. Its value is (100 / screen pixels per unit) [1], which means that distance at which the transition happens depends on the size of the user's monitor and their FOV, not simply the model's distance from the camera. Someone with a truly massive screen may never see an LOD!
The threshold formula makes it difficult to determine what values to use, however. The best way of working things out is to load your model into HLMV, switch to the Model tab, enable Auto LOD, and use RMB to zoom in and out.

Template:ModernNote

Options

Template:ModernNote

replacemodel <Reference smd> <LOD smd> [reverse]
Replaces the given reference SMD (can by anything from $body, $bodygroup or $model) with an LOD version.
Reverse is used to correct reversed normals on the LOD, which can be caused by SMD export problems. Template:ModernBug
removemodel <Reference smd>
The specified SMD will not be rendered at all at this level of detail.
Template:ModernBug
replacematerial <Reference material> <LOD material>
Replaces all instances of the reference material with another. Useful for removing expensive processes like $bumpmap and disabling the Eye shader. Paths are relative to $cdmaterials.Template:ModernBug
removemesh <Reference material>
Removes all triangles attached to the named material. Unlike in replacematerial, paths are relative to the root materials folder. Template:ModernBug
nofacial
Disables facial animation.
bonetreecollapse <Reference bone>
Causes children of the specified bone to be removed. Their attached vertices return to the reference position. This is commonly used on fingers. Remember that it only applies to clients!Template:ModernNote
replacebone <Reference bone> <LOD bone>
The precursor of bonetreecollapse. Replacing bones is much more complex, but allows all kinds of unusual bone optimisations that a simple collapse wouldn't achieve.

Example

$lod 12
{
	replacemodel "Police_reference.smd" "lod1_Police_reference.smd"
	replacemodel "Manhack_reference.smd" "lod1_Manhack_reference.smd"
}

$lod 18
{
	replacemodel "Police_reference.smd" "lod2_Police_reference.smd"
	replacemodel "Manhack_reference.smd" "lod2_Manhack_reference.smd"
	bonetreecollapse "ValveBiped.Bip01_R_Hand"
	bonetreecollapse "ValveBiped.Bip01_L_Hand"
}

$lod 42
{
	replacemodel "Police_reference.smd" "lod3_Police_reference.smd"
	replacemodel "Manhack_reference.smd" "lod3_Manhack_reference.smd"
	bonetreecollapse "ValveBiped.Bip01_R_Hand"
	bonetreecollapse "ValveBiped.Bip01_L_Hand"
}

See also