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arton Rotaru

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About arton Rotaru

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  1. For an object of the size of, let's say, 13 x 0.5 x 5.0 the BB radius would be 6.97 meters. So the lowest LOD won't make it into the LI calculation. You could put the Low LOD in the slot of the Lowest LOD as well, and the LI will remain the same.
  2. Yes, size matters. The larger your mesh is, the more LODs are going to be ignored by the LI calculation. The radius of the bounding box (think of a sphere encompassing the mesh) is what determines which of the lower LODs is being dropped. If said radius is larger than 5.43 meters, the lowest LOD will be ignored. If said radius is larger than 10.86 meters, the low, and lowest LOD will be ignored. If said radius is larger than 43.44 meters, othe lowest, low, and medium LOD will be ignored. The formula to get the radius is sqrt(x*x + y*y + z*z) / 2 Also, it's always a good idea to keep larger meshes as lowpoly as possible, and add window frames, and any detail as a separate mesh object.
  3. Do you have Enable Texture Compression (requires restart) ckecked perhaps? In graphics prefs.
  4. Try Ctrl+9 to reset the zoom level, maybe it was just that?
  5. The LL plan is called Project ArcTan. It's new land impact accounting. But it hasn't been done yet. I haven't noticed any change in LOD switch behavior myself. I would guess it's one of your viewers setting that has changed maybe. In the past, when changing the zoom level by hitting Ctrl+0, objects switched to lower LODs quite early. But that has been changed recently. Maybe your viewer isn't up to date yet, and has the old behavior still. Or maybe you have just increase your draw distance, being able to move the camera further away?
  6. Yes. Like I said, the usual "fix" for this is to set the transparency to one percent. This will force it to alpha blending no matter what. But if you don't have the abillity, or control over the object in question to set that, I'm afraid you are out of luck.
  7. The transparency option in the bulid floater is independent of the texture. You need to be able to set that on the object in question. It must be modifyable to you, or would have a build in scripted feature to set transparency per face. To check if Automatic Alpha Masks is kicking in, you can disable that in the viewer. Under the Develop menu > Rendering. This is a local viewer setting indeed. It has no effect to other peoples viewers, which may have it enabled still.
  8. Could it just be that the angle of the sun/moon is slightly different on EEP viewers, compared to the non EEP viewers at the same time of day?
  9. I guess Automatic Alpha Masking is kicking in. To avoid that I usually set 1% transparency in the in-world build floater.
  10. My motto is: "If you want something done right, do it yourself." 😙
  11. I also like retopology. Since I don't do characters and the like, I don't have to worry too much about topology and edgeflow. So the retopo part is a rather relaxing task for me. The model is done already, and I only have to draw some polygons over it. 😀 UV mapping is fun also. I cut seams, and pack UVs by hand still. Makes me happy too, if I can scale the whole lot up a little compared to an automatic packing. What puts me in my happy place is baking normal maps though. If the map comes out flawless, it's pretty satisfying to me.
  12. Of course, there is a drawback with offset animations as well. The avatars physics my block other avatars who will try to move on that way. It's a common method by lots of car builders as well, keeping the avatars physics shape outside of the vehicle. I rejected the idea for my vehicles though, because of the avatars physics shape can collide with obstacles out in the wild. Which isn't very realistic actually. Just a FYI.
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