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lod distance



  • hello, im making a custom map and im trying to add lods into it
    the problem is that the lod wont disappear when i get closer to it, i was trying to modify all lod settings in .ymap/.ytyp files even tried to change the values to negative but i couldnt make it work

    i tried to edit the following parameters lodDist and childLodDist both in ymap and ytyp with no luck

    the funniest thing is 3dsmax dont offer such options
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    anybody??

    edit: something in codewalker???



  • anyone?? no mappers around?



  • @redogg find a mapper who is active and join his discord server.



  • @JohnFromGWN said in lod distance:

    @redogg find a mapper who is active and join his discord server.

    its kinda hard but i will try. 99% of the mapper in gtav are "idiots" because they just make a "map" in codewalker, theyre just building their map with a bunch of props mixed together and applies it to lossantos default map.

    i completely deleted the whole default map and building my own from scratch with new models textures and everything

    i mean just look at this crap https://www.gta5-mods.com/maps





  • @redogg Here's a link to a great site with a lot of info on MLOs. The link is directly to the LOD section. https://dekurwinator-mods.bitrix24.site/lods/

    Here is a link to dekurwinator's discord. https://discord.gg/bwsyuP9n



  • @chonkie said in lod distance:

    @redogg Here's a link to a great site with a lot of info on MLOs. The link is directly to the LOD section. https://dekurwinator-mods.bitrix24.site/lods/

    Here is a link to dekurwinator's discord. https://discord.gg/bwsyuP9n

    thanks, if i see that before it would save me some time but whatever, i didnt see your massage but i figured it out by my self

    i will explain you guys what i figured out quickly.. (and in case i will forget it my self, its kinda reminder for my self)
    first LODS/HD LODS work together, if you edited your .ymap and added/removed <items> then your LODS will break!

    explanation of terms of .ymap for lods
    <flags value> = its the flags of the models that you are going to use, try to not use 0, copy the numbers that already exists in your ymap/other ymap files for example "1572872"(basically it tells the game if its a physics model or something, check in codewalker theres a full list of them)

    <parentIndex value> = it tells the game what LOD model to tie to what HD model, i mean what LOD model will be replaced by the HD model when you get closer to it. now on the LOD .ymap file it must be "<parentIndex value="-1"/>" for all <items>.
    on HD .ymap you must count indexes, it means you start counting <items> from top to bottom in LOD .ymap when the first <item> is index number 0 and the second <item> is index number 1 and the next <item> will be number 2 and 3 and so on..
    you just need to count <items> from LOD .ymap to <parentIndex value> in HD .ymap
    alt text
    it might be alittle bit of a problem if LOD models and HD models names arent similar (use openiv to view models if you not sure!)

    <lodDist value> = in both HD/LOD it controls the distance you see models from(ex if you set it to 500 then if you get closer than 500 you will see the model)

    <childLodDist value> = in HD .ymap you must set it to 0 in all <items>, in LOD .ymap you must set it to your <lodDist value> from HD .ymap (it makes the game know when the LOD disappears and when to replace it by the HD model)
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    edit: dont forget to make sure <numChildren value> is set to 1 in LOD .ymap
    another edit: make sure to set <flags value> and <contentFlags> same as i did at the top of the file (in HD .ymap set it to <contentFlags value="1"/>)


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