This article relates to the game "Dota 2". Click here for more information.
This article relates to the workshop tools for "Dota 2". Click here for more information.
This article's documentation is for Source 2. Click here for more information.

Difference between revisions of "Dota 2 Workshop Tools/VMDL/LodGroup"

From Valve Developer Community
Jump to: navigation, search
m
(Added top icons)
 
Line 2: Line 2:
 
|zh-cn=Dota_2_Workshop_Tools:zh-cn/VMDL:zh-cn/LodGroup:zh-cn
 
|zh-cn=Dota_2_Workshop_Tools:zh-cn/VMDL:zh-cn/LodGroup:zh-cn
 
}}
 
}}
 +
{{Dota 2Tools topicons}}
 
LOD (level of detail) Groups provide a way to group meshes, and set the distance at which they display on screen. They are used primarily for performance reasons, where a complex model is switched out to a simpler model the farther it is from the camera.  
 
LOD (level of detail) Groups provide a way to group meshes, and set the distance at which they display on screen. They are used primarily for performance reasons, where a complex model is switched out to a simpler model the farther it is from the camera.  
  

Latest revision as of 01:09, 16 May 2020

简体中文

LOD (level of detail) Groups provide a way to group meshes, and set the distance at which they display on screen. They are used primarily for performance reasons, where a complex model is switched out to a simpler model the farther it is from the camera.

Display

  • LOD Groups are under the LOD Group List item in the outliner. Selecting a lod item will switch to that LOD in the viewport.
  • The LOD menu also provides access to switching LOD's.
    • Set AutoLod to mimic in engine LOD swithcing based on camera distance
Note:All model's have 8 LOD levels, but 8 do not have to be defined. If less are defined the last one is used for all remaining levels.

Create

Edit

  • LOD groups are under the LOD Group List item in the outliner.
  • Select a the LOD Group List item's green + button in the property editor to add a new group.
  • Select a LOD item to edit in the property editor.

Data Structures

The vmdl lod group data looks like this

CVLODGroupListReference m_pLodGroupList = CVLODGroupListReference
{
	LODGroupList_t* m_pObject = &LODGroupList_t_0
	string m_sFileName = ""
}

m_pLodGroupList

The reference to the LODGroupList_t of the vmdl:

Attribute Friendly Name Description Type Default Value
m_pObject Pointer to the LODGroupList_t LODGroupList_t*
m_sFileName content relative path to the external lod group list string

LODGroupList_t

A list of LODGroup_t elements. Looks like this in the vmdl:

LODGroupList_t LODGroupList_t_0
{
	LODGroup_t[] m_lodGroups = 
	[
		LODGroup_t
		{
			int m_flSwitchDistance = 0
			string[] m_meshList = 
			[
				
			]
		},
		LODGroup_t
		{
			int m_flSwitchDistance = 0
			string[] m_meshList = 
			[
				
			]
		}
	]
}

LODGroup_t

Attribute Friendly Name Description Type Default Value
m_flSwitchDistance Switch Distance Distance when the LOD becomes active int 0
m_meshList Mesh List A list of mesh names associated with this group string[]
Tip:Always make sure you have the first LOD group set to a 0 switch distance, otherwise the base mesh will never show up.
Note:The switch distance is based on an inverse of the screen space. The smaller the model is on-screen, the larger the switch distance will be.