Guide:Creating Tree LOD Models

From Step Mods | Change The Game
Revision as of 16:52, January 4, 2022 by Z929669 (talk | contribs)
Delta c.png

Creating Tree LOD Models

A Quick Start to One Approach

by: The Step Team

Purpose & Background

For complete reference, see the official DynDOLOD documentation describing this process. This is meant to be a simplified, step-by-step guide to a workflow devised by z929669. The goal is to aid other mod authors in operationalizing the methods described in the official documentation in order to produce LOD for their tree mods or for updates to existing tree mods.

Like most object LOD, DynDOLOD-compatible tree LOD uses a simplified LOD model 'imposter' or 'dummy' version of the full model in order to render trees in object LOD while keeping the performance hit to a minimum. In order to accomplish this, DynDOLOD must be able to associate the LOD model with its corresponding full model. This can be done by either using unique tree names for assets and plugin references, or by incorporating the CRC32 checksum of the full tree model into the file names and path references of corresponding LOD assets, which is the de facto standard.

Strip/Parse the Full Model