rxcrcfllptrs
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🎵 Making my way in the world today 🎵
Posts: 28
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Post by rxcrcfllptrs on Dec 28, 2018 18:44:44 GMT -5
Hi! I want to ask: is there some way, from a base mesh that has 3 LODs, to reduce it to just 1? I have a small desk accessory that really isn't all that complex to need multiple: I tried deleting the appropriate Model LODs in the warehouse (after importing new files), but it crashes S4S upon trying to load it from file - likely through some kind of exception thrown back as a result of lost LODs. Is there some way to do what I want to do? Or, conversely, are there base items that would be better suited for what I'm trying to do (e.g. surface item, low environment score, one LOD)?
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Post by Mathcope on Dec 28, 2018 19:15:43 GMT -5
Don't try to remove other lods in the warehouse since they are integrated in other resources too and they will break the package. For simple meshes like this, with a very few polycount is fine to import the same LOD for all LODS that you have. Just import the same mesh. It won't affect the game performance and in this case it can be done without problems.
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rxcrcfllptrs
Member
🎵 Making my way in the world today 🎵
Posts: 28
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Post by rxcrcfllptrs on Dec 28, 2018 19:26:37 GMT -5
Alright, thank you very much! For future reference, what kind of cases would end up giving problems to this single-mesh-multiple-LOD set up?
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Post by Mathcope on Dec 28, 2018 20:22:09 GMT -5
LODS are meant to be a way to optimize the game. When you zoom out your camera the LODS changes to a lower one so the computer doesn't have to handle all the details that you won't notice anyways. In objects that have a high polycount making LODS is essential (same for CAS items). If you don't do this people with lower end computers might have lagging or perfomance issues. It's a must that every creator should care in order to make a good item.
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rxcrcfllptrs
Member
🎵 Making my way in the world today 🎵
Posts: 28
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Post by rxcrcfllptrs on Dec 29, 2018 2:28:46 GMT -5
Ah, of course, of course. Thank you for answering my questions! Marking this solved now.
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