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==Step Seven: The LODs== Without any '''LODs (Level of Detail)''' is a model completely useless. But creating LODs isn't that hard. But first, to some lectureing: There are many different LODs, and a few main-types of LODs, which I'm going to explain: ===Resolution LOD:=== These LODs are used to save performance. ArmA2 drops a model's resolution-lod when you increase your distance to it. Each resolution-lod (0,000; 1,000, usw...) Contains fewer polygons to the next lower one. To downsample/degeneerate a LOD, simply select the part you want to change, go to „Points“ -> „Merge near...“ and hit „Autodetect“. Then confirm. Done. But Resolutionlods are in our case quite useless, since this model is ultra-low-poly. The both models you created are both in the 0.000 Resolution-LOD. The only one they currently have. ===Geometry LOD:=== The Geometry LOD („Geo-LOD“) is one of the most important LODs of a model. It provides the collision-information of all types. To create it, click into the right window that already says "0.000" with your RMB and select "New". http://armtac.ar.funpic.de/O2Tut/LOD_Fenster.jpg Now a new, empty Resolution-LOD should've appeared. It is named "1.000". Select this one, click your RMB on it and chose "Properties". In the now appearing list select "Geometry" with a doubleclick. Oh no, the model as turned yellow and isn't selectable anymore. That's half-right. The model still exists, but in the "0.000" lod. But you're working in the empty "Geometry" lod. Now you have to build the shape of this doorsegment with simple blocks. The more precise the shape of the Geometry is to the shape of the 0.000 (Yellow lines), the better. The best is, to copy the content of the 0.000 LOD and paste it into the Geometry-Layer. Select everything (In the Geo-lod) and remove all faces ("D"), and create out of these vertices three single blocks. And thats how it's done: Select the two vertices of the upper, left dooredge, copy them, insert them and hit "Shift + E". The following menu will appear. http://armtac.ar.funpic.de/O2Tut/ShiftE.jpg Change the Y-Axis from "2.200" to "3.0" and hit OK. Do the same to the upper right dooredge. Turn these eight vertices into a box ('''F6''', and so on...). Move this box by +2 meters on the Y-Axis. Delete the vertices of the door. It should look like this: http://armtac.ar.funpic.de/O2Tut/BlocknachOben.jpg Now Move the vertices of the lower, outer Dooredges to 3.0 m on the Y-Axis. Link them to two Boxes with "F6". Move the first block back by -2 m on the Y-Axis. Go to the "0.000" Lod and copy the Door. Insert it to the Geo-Lod. Select the Door, hit "E" and delete the paths to the .rvmat and .paa. Check for "Non-Closed!" and save. Select all. it should look like this: [http://armtac.ar.funpic.de/O2Tut/Geoloddone.jpg] As you may have noticed now, in the lower left corner a field namend "Mass" became active. If you can't see it, hit '''„Alt + M“'''. Here you can change the weight of this thing. 800 is a good value. Click "Apply" and it should now look like this: [http://armtac.ar.funpic.de/O2Tut/Masse.jpg] Now each block needs an own selection, so ArmA2 will accept the Geolod. To make it easy, click on '''„Structure“ -> „Topology“ -> „Find Components“'''. In one of the right windows four selections should appear. http://armtac.ar.funpic.de/O2Tut/Selections.jpg ''Selections.'' If not, your geolod was not done correctly. You should create it again. ===Fire Geometry LOD:=== This LOD is nearly identically to the Geolod. This LOD is responsible for the simulation of projectile hits. If you don't create it, Arma 2 will use the Geolod for this, but no bulletholes will be displayed. Duplicate the geolod and turn it into a „Fire Geometry“. Well, here is a goodie: Remember the .bisurf you created some time ago? This file is used now in a way. To enable material penetration, select the whole Fire Geometry, hit "E" and assign it the „TUT_Wall1.rvmat“. Done. Now the projectile of an Ak-74 will still not penetrate the walls, but the door the will surely turn into Swiss Cheese. And everyone taking conver behind. [http://armtac.ar.funpic.de/O2Tut_EN/FireLod.jpg] ===Shadow Volume:=== This LOD is responsible for proper shadowcalculating. Duplicate the 0.000 LOD and turn it into a „Shadow Volume“ LOD. make sure you enter the Value "1" in the list of the different LOD-Types when having selected the Shadow Volume. Check this LOD for Non-closed. If nothing is marked red, feel free to be happy and continue. If not, well... you know the drill. Select the whole model and hit "E" to remove all textures and materials from this LOD. Then click on „Structure“ -> „Triangulate“. Now all your squares have turned into triangles. This is very important. And now hit "U", which is also mandatory. http://armtac.ar.funpic.de/O2Tut/Schadowlod.jpg ===Roadway LOD:=== The Roadway LOD is the area where you can walk on. A roadway in this wallsegments makes not really any sense, but since this is a tutorial, you go do it. Create a new LOD, turn it into "Roadway" and copy the lower four vertices of the doorframe form the 0.000 Lod into the roadway-lod and make a face out of them. If necessary, use "W". http://armtac.ar.funpic.de/O2Tut/Roadway.jpg ''Rodway-LOD'' Well that's it. You're done. With modeling and texturing. :)
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