Is there a way to make a terrain (or a model like an asc) have levels of detail? pretty much like the cylinders or meshes that you can make with GTKRadiant. Im trying to make the terrain have a higher lod (level of detail, more triangles in this case) when close to player, and very low lod in the distance (an open area).
After compiling map and devmapping, I see lod changing for curve meshes, not the terrain no matter what i do x_x.
Has anybody tried to do this? done something similar? know anything?
I could also be missing some compiler parameters (using -meta only so far)
from ydmar:
Using terrain is more efficient because the brush faces are meshed together into a nice nonplanar surface. Using -shadeangle 180 in the light phase just shades the lightmaps based on interpolated normals, but each face is still a distinct surface.
You might have noticed the vertex & surface r_speeds in Twinlakes jump significantly...
The best way to do nonplanar mesh stuff w/o terrain is to make a shader with these two directives:
q3map_nonplanar
q3map_shadeangle 120 // or 90, 160, etc. higher values may cause errors
Note that you can apply normal Q3Map2 terrain shaders directly to brush faces--the q3map_tcGen ivector stuff works in any shader. This keeps the texture coordinates aligned so the meta meshing is as efficient as possible.
That makes me think it should be possible >_>, taken from
heremy shader applied to surface of terrain
textures/dryout/rockground_phng_s
{
q3map_nonplanar
q3map_shadeangle 120
qer_editorimage textures/dryout/rockground.jpg
{
map $lightmap
rgbGen identity
}
{
map textures/dryout/rockground.jpg
blendFunc filter
}
}
shader applied to rest of terrain (unseen surfaces)
textures/dryout/misc_caulk_s
{
qer_editorimage textures/dryout/editorimage/caulk.tga
surfaceparm nodraw
surfaceparm nolightmap
surfaceparm nomarks
qer_trans 0.5
}
anyone please help! =P
thanks =D