Lod limits

GTA:V Modding with ZModeler3 discussion.

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Lod limits

Postby tall70 » Mon Dec 04, 2017 7:15 am

What are the poly/vertex lod limits?... I rather have a reference instead of going through many crashes and still be just guessing.

I didn't see anything about it in the geometry tutorial.
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Re: Lod limits

Postby Oleg » Mon Dec 04, 2017 8:24 am

I think the question is still the same as of high-detailed geometry: how the game can handle zmodeler-created .yft file. Still a mystery "Base" value applies with some additional limitation: lods are used for crash-glass models and for deformation and scratches overlay. I don't know internal limitations on game code, but these routines might have some constraints on geometry detail level.
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Re: Lod limits

Postby tall70 » Mon Dec 04, 2017 9:00 am

Thank you, actually I found this

L0: 50k - 60k
L1: 10k - 20k
L2: 6.000 - 11k
L3: 2.500 - 7.000
L4: 300 - 900

It's somebody else's observation and I guess I'll go look it up in between simple small mb vehicles to big detail models like a cargoplane and maybe update if I find big difference... here is original link

https://www.modding-forum.com/guide/1-lod-models/

Also what is the main dummy base value? Do you have any information how do I scale it? Is it in relation to mass or polygon size?
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Re: Lod limits

Postby Oleg » Mon Dec 04, 2017 9:27 am

no ideas. it certainly relates to memory usage of the model file, so it is rather connected to the vertices count on a model.
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