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May. 20, 2013

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Asteroid LODs
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Greets,

I noticed that couple of asteroids (fields) can be seen from far distance like Li03 asteroids, Bw02 ice asteroids... etc.
I checked their preferences to figure out that which value is responsible for seeing fields at far distance. The only stuffs I found are the fill distance and sometimes the start distance but they are not the values I have been searching for.

My question is: where can I set the field's LOD?
For example: I want to make a nomad asteroid field by using existed Hi03, or St0x nomad asteroids but the fields cannot be seen from far distance so I want to set LODs like Li03 and the rest have I listed above.

Posted on: 2012/6/13 7:48
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Re: Asteroid LODs
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Fill distance actually is a LOD range. I've been able to make a vanilla fragments field visible up to 60k with it (which is hilariously laggy, even on a modern computer) and it works on dynamics too.

Posted on: 2012/6/13 8:26
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Re: Asteroid LODs
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Quote:
Fill distance actually is a LOD range


No, it's not. Li03 asteroids can be seen from 60-70k with fill_dist = 1400 you can check that.
What you are talking about is the visibility of the asteroids itself thats why it's laggy from far distance.

What I've been searching for is the field LOD.

Posted on: 2012/6/13 8:37
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Re: Asteroid LODs
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Okay, I took a look at those asteroid fields and I'm guessing you're talking about the ring with an asteroid field texture along the edge of the field? It's the only thing I could see which was showing up further than 1k away.

Code:
[Band]
render_parts = 16
shape = asteroid_icebelt_04
height = 10000
offset_dist = 5000
fade = 1.000000, 1.350000, 15, 17
texture_aspect = 1.000000
color_shift = 0.700000, 0.800000, 1
ambient_intensity = 0.500000
vert_increase = 2


There isn't a "band" for Nomad asteroids in vanilla but using an existing one seems to work.

You probably could add new bands by copying an existing txm like debris_roids.txm and its ini debris_shapes in Data/Solar/Asteroids. Then rename the nodes and import custom textures with UTF.

Posted on: 2012/6/13 10:58
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Re: Asteroid LODs
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Thanks bud, it was a good catch!

I had to add
Code:
[TexturePanels]
file = solar\asteroids\rock_shapes.ini
to the [Band] and works fine.
I have an other question though: It is a sphere shaped asteroid field and it's got an exclusion zone in the center to make it ring-like.
But exclusion zone exclude the bands inside(outside ie: outer ring is visible).
So, my question: is there any way to exclude the exclusion zone at [Band]?
In other worlds: place the inner ring [Band] at the edge of the exclusion zone.

Posted on: 2012/6/13 12:04
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Re: Asteroid LODs
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I'm guessing you want to add a band to an exclusion zone? I found this in bw02_minefield.ini:

Code:

[ExclusionBand]
zone = Zone_Bw02_Hammen_hole
render_parts = 12
shape = asteroid_icebelt_04
height = 3000
offset_dist = -500
fade = 1.000000, 1.500000, 15, 18
texture_aspect = 1.000000
color_shift = 0.500000, 0.500000, 0.500000
ambient_intensity = 1.500000
cull_mode = 0
vert_increase = 2


Change the offset_dist = -500 to 0 so the band matches the edge of the zone exactly and it should put a band around the exclusion.

Posted on: 2012/6/13 12:34
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Re: Asteroid LODs
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Just FYI because I tried extensively to make asteroids with a real LOD: FL does not support it (even if you add LOD entries in the asteroids .3db).

The only "LOD" there is are those bands.

Posted on: 2012/6/13 13:09
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Re: Asteroid LODs
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@Xarlok:

Yes, that is exactly what I was looking for. Thanks!
Just recognized it is the same as the zone_shell at clouds.

@w0dk4:

Can we export asteroids from ms3d to cmp? We might be able to set the LODs then.


Posted on: 2012/6/13 15:19
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