Game Development Community

How do you manually set DTS LOD?

by Jay Barnson · in Torque Game Engine · 06/30/2007 (4:12 pm) · 4 replies

How can you manually set the level-of-detail for a DTS object? I've been able to find SetDetailLevel(); for DIF files and for TGB's 3D shapes... but nothing for TGE DTS files.

I remember having a manual slider in the Torque demo (which I don't currently have installed) to play around with Kork's detail level... anybody know offhand how that was implemented?

About the author

Jay has been a mainstream and indie game developer for a... uh, long time. His professional start came in 1994 developing titles for the then-unknown and upcoming Sony Playstation. He runs Rampant Games and blogs at Tales of the Rampant Coyote.


#1
06/30/2007 (4:45 pm)
By creating different versions of the same model with numbers stuck on the end.

Such as Mesh512 mesh120 mesh2 .. each LOD level needs a detail maker..

Its all on TDN under the 3d modelling guides
#2
06/30/2007 (4:51 pm)
Thanks, Barry. While your answer is a good one... I'm actually working with third-party models and I don't have access to the modeling package used to create the originals.

I may end up having to re-create them anyway to import them into Blender, but I'd rather avoid that as long as possible. Nobody supports Blender! :)

Is there a scripting option already in place for DTS models, similar to SetDetailLevel in TGB?

If I'd not be reinventing the wheel, I guess I could crack open the ol' source code again...
#3
06/30/2007 (5:33 pm)
I guess you're not after the global detail level set, Jay? There's one in the prefs, but it's not per-object.
#4
06/30/2007 (11:46 pm)
Yeah, I was looking more at a per-object thing. The way the game is being presented, there are several objects appearing front-and-center, where a high LOD will kick in immediately... which is causing even my fairly beefy machine to weep.