Military AI Works • MAIW_WSMG F-16's - Page 12
Page 12 of 12

Re: MAIW_WSMG F-16's

Posted: 23 Mar 2024, 16:38
by John Young
I make my LODs in Gmax by grouping all the parts in the primary model and naming the group, for example, "Model_LOD_400. I then clone LOD_400 to make LOD_30, or however else I want to number it, depending on the size of the object. LODs work on pixels not distance. I may use a different numbering sequence for say, a Folland Gnat and a B-29. A group of aircraft hangars in a scenery .bgl might be different again.

I then prune LOD_30 down to the required polygon count - usually half the value of LOD_400 or less. The third LOD (03) is the paper aeroplane. That works for FS9, FSX and P3D. My lights only go in LOD_400. Repeating them in LOD_30 just produces additional draw calls for something the user is not likely to be able to view.

John

Re: MAIW_WSMG F-16's

Posted: 23 Mar 2024, 17:58
by Firebird
Thanks, John. That is what I understood.

I loaded up Mike's FS9 F-16s to see how it works for his mdl's. He has it setup exactly the same way I set it up. He has only 4 lights for the whole mdl, four are needed for the block 40s, and they are all attached to the nose gear door Top point.

Something is not working according to plan in the conversion. The more I have experimented and the more I have investigated, the more convinced I am becoming.

I am looking forward to what Arno can dig up.

Re: MAIW_WSMG F-16's

Posted: 23 Mar 2024, 21:18
by Weescotty
MCX change LOD number...

Click the 'Generate LODs' button..

Then click the LOD number you want to change...
Put your new number in the box, then click 'Change'
GenLOD1.jpg

Re: MAIW_WSMG F-16's

Posted: 23 Mar 2024, 21:22
by Firebird
OK thanks for that.
I shall keep that in mind in case i need to use that once the investigation is complete.

Re: MAIW_WSMG F-16's

Posted: 28 Mar 2024, 15:15
by Firebird
OK after a few days investigating the reported issues of lights in the conversion models the following seems to have been ascertained.
1. It is not an MCX issue.
2. Makemdl does not like a gap of 300 between a LOD and the next one so it will change things.
3. No matter what you do to try and force-ably fill that gap the difference between the lights on FS9 models with 7 LODs and a P3D conversion of 4 LODs can not be made to lookalike.

So it is back on the treadmill and the blk 25s have been done.

Started work on the blk30s but temporarily halted whilst an issue with the P3D models is investigated.

Re: MAIW_WSMG F-16's

Posted: 28 Mar 2024, 16:22
by f47420
Thanks Steve for the update..

MW

Re: MAIW_WSMG F-16's

Posted: 29 Mar 2024, 07:23
by Firebird
There will be another brief pause for a few days to make some adjustments.

Re: MAIW_WSMG F-16's

Posted: 24 Apr 2024, 07:34
by Firebird
OK the production line has restarted as the mods are being made available.

I still plan on working my way up the blocks and will report when each one is done. At the moment I am receiving two seaters so still can't clear block 30.

Just to note that all are now getting reflective canopies as they are being redone.

Re: MAIW_WSMG F-16's

Posted: 25 Apr 2024, 14:52
by f47420
Sounds good Steve ..

MW.

Re: MAIW_WSMG F-16's

Posted: 25 Apr 2024, 14:53
by f47420
Also were the IDF textures OK .??

mw

Re: MAIW_WSMG F-16's

Posted: 25 Apr 2024, 15:21
by Firebird
I haven't tried the DXT3 ones but I did test the 32bit I-52 ones to test the Sufa's.

What I found is that the textures looked all gloss in MCX/AIAE. When I looked further I found that they weren't 32bit but 24bit, with no alpha.
I exported the alpha from the one texture I had and imported it. Although it did the job as far as I was concerned from my testing point of view I wasn't really looking at the schemes to critique them.

As the 32bit ones were really for Kev's requirements it would be best to ask him for the definitive answer. Kev is particular about details so it would be wrong of me to speak for him without knowing his thoughts.