CCG/Modelling: Level of Detail Mesh Reduction
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(New page: LEVEL OF DETAIL MESH REDUCTION General Description Level of Detail (or `LOD') is a technique used for asset mesh reduction. Trainz uses a different mesh dependant on the viewing distance...) |
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− | + | ==Level of Detail Mesh Reduction== | |
− | General Description | + | |
+ | ===General Description=== | ||
Level of Detail (or `LOD') is a technique used for asset mesh reduction. Trainz uses a different mesh dependant on the viewing distance. | Level of Detail (or `LOD') is a technique used for asset mesh reduction. Trainz uses a different mesh dependant on the viewing distance. | ||
− | This concept is different from the previous "progressive mesh" (.pm) reduction as used by UTC. That is, instead of gradually reducing the polycount of a single mesh you can now have several versions of the same asset, each at different polycounts and texture levels. | + | This concept is different from the previous "progressive mesh" (.pm) reduction as used by UTC. That is, instead of gradually reducing the polycount of a single mesh you can now have several versions of the same asset, each at different polycounts and texture levels. |
Assets with LOD reduction must comprise of `indexed meshes' or .im files only (exported from gmax or 3dsmax). No .pm files are used in LOD. | Assets with LOD reduction must comprise of `indexed meshes' or .im files only (exported from gmax or 3dsmax). No .pm files are used in LOD. | ||
− | + | ===The remaining information for this page=== | |
− | + | is on the [[LM.txt file]] page. | |
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− | + | [[CCG/Modelling: Animation Events|Previous Page]] . . . . [[CCG/Modelling: Load Texture Replacement|Next Page]] | |
− | + | ==Return to CCG Index== | |
+ | [[Content Creator's Guide]] |
Latest revision as of 14:02, 15 June 2011
Contents |
[edit] Level of Detail Mesh Reduction
[edit] General Description
Level of Detail (or `LOD') is a technique used for asset mesh reduction. Trainz uses a different mesh dependant on the viewing distance.
This concept is different from the previous "progressive mesh" (.pm) reduction as used by UTC. That is, instead of gradually reducing the polycount of a single mesh you can now have several versions of the same asset, each at different polycounts and texture levels.
Assets with LOD reduction must comprise of `indexed meshes' or .im files only (exported from gmax or 3dsmax). No .pm files are used in LOD.
[edit] The remaining information for this page
is on the LM.txt file page.
Previous Page . . . . Next Page