How do you set up 3D tree LODs so that they use simpler meshes at higher LOD levels? It appears to be controlled with a TriShape naming convention but there's no apparent documentation on it. For example in enhanced vanilla trees there is a root detail TriShape in a 3D tree LOD named "L1_ReachCliffTree01:1 - L2_ReachCliffTree01:1 Crown". However I've failed to reverse engineer how it works, I just get all the TriShapes in my LOD nif copied to my tile regardless of what I do. I intend to just use the fallback standard object naming convention but thought I would ask.
Question
goodysoup16
How do you set up 3D tree LODs so that they use simpler meshes at higher LOD levels? It appears to be controlled with a TriShape naming convention but there's no apparent documentation on it. For example in enhanced vanilla trees there is a root detail TriShape in a 3D tree LOD named "L1_ReachCliffTree01:1 - L2_ReachCliffTree01:1 Crown". However I've failed to reverse engineer how it works, I just get all the TriShapes in my LOD nif copied to my tile regardless of what I do. I intend to just use the fallback standard object naming convention but thought I would ask.
Edited by goodysoup162 answers to this question
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