$lod

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See LOD Models for a great introduction to the whys and wherefores of these curious critters.

QC syntax

$lod <distance1> { <lod commands here> }
$lod <distance2> { <lod commands here> }
  • Each $lod QC command begins a list of commands to perform on the Model when the Player is further than the <distance>(in meters) away from the Model. 1 meter ia approximately 53.333 game units (see Dimensions).
Tip.pngTip: When distance from the model doubles, the apparent vertical and horizontal 'resolution' (screen pixels) of the model is halved. Therefore these standard 'double' distances provide a useful benchmark both for modelling and compiling LOD Models:
game units 32 64 128 256 512 1024 2048 4096 8192
meters 0.6 1.2 2.4 4.9 9.75 19.5 39.0 78.0 156.0
  • The commands allow you to replace various materials, textures, etc. See also LOD Models for a good introduction to using the parameters.


$lod commands

replacemodel <reference_model_name> <replacement_model_name> [reverse]
  • Causes the <reference_model_name> to be replaced with the <replacement_model_name>.
  • The <replacement_model_name> should be a lower polygon-count version of the <reference_model_name>. See LOD Models
  • If reverse is specified, the normals of the replacement model are reversed.
  • Todo: confirm: If a <replacement_model_name> is not specified, the <reference_model_name> is not rendered either.
removemodel <reference_model_name>
  • Causes the model to not be rendered at this $lod distance.
replacematerial <original_material_name> <replacement_material_name>
  • Replaces all instances of a particular material on a model with the replacement material.
  • This can be used to remove expensive shaders like Normal Maps or the eye shader.
removemesh <material_name>
  • Removes all the triangles attached to the named material from this $lod distance.
nofacial 
  • Causes facial animation to be deactivated for this $lod distance.
replacebone <original_bone_name> <replacement_bone_name>
  • Causes a bone to be used in place of the original bone in the reference model.
  • This can be useful for collapsing all of the bones in the hand together. Instead of using the ‘finger’ bone, the finger could just be tied to the ‘hand’ bone. See also bonetreecollapse.
bonetreecollapse <parent_bone_name>
  • Causes all child bones of the specified bone to use the specified bone instead of whatever they currently are attached to.
  • It’s a simpler way to use replacebone in the case where you want to collapse a large number of bones; hands especially can use this feature.