Skydvdan, on Nov 8 2005, 10:48 AM, said:
I'm not saying that you need them yet for your current project but you probably won't be making low poly-count models forever. Eventually you'll have to start making more complex models and the poly count will start to climb. I'm slowing but surely going that way. So I'm trying to get it figured out now. Check out this
video to see an example of what I'd like to do. Do you have any idea of how to do this with FSDS2?
Do I know
definitively how it was done?
I wish!
But I can take a fair stab at a Wild-
-Guess, if that's okay.
The first things that disappear from view are the wheels; those are generally 16x1 polygon tubes (with polygon smoothing to get the rounded effect instead of 16 points on a circumference). So LOD 720 probably eliminated those plus any polygons on the underside (which shouldn't be there anyway, they can't be seen from inside the cockpit or passenger cabin to begin with) plus the interior polygons of the rotating dock; this also eliminates the need to load the textures for those polygons, releasing other system resources as well. And as the LODs progress outward to 640, 560, etc., even more polygons are removed which can't be seen at those increasing distances.
The concept is the same as making pre-sets for seasonal terrain changes. The first LOD (800?) is the complete, complex object. You would then copy/paste the completed object (making a second one right over the top of the original), moving it to one side so you can tell which one you're working on, eliminate the first series of polygons, and use FSDS2's Object Properties, Pre-Sets (lower right corner of the Object Properties window) to set a distance at which the second copy would appear instead of the first. And you would keep doing that until you had all of the LODs you want to create. When you've got them all created and the pre-sets identified, you have to overlay all of the iterations of the object directly on top of each other, so there's no difference in the precise location each will appear.
There is a draw-back that you have to consider, and it may work out as beneficial after you complete your design; that's something you would have to specifically test for during
beta testing. In the video, LOD 800 is 718 polygons, 720 = 627, 640 = 543, 560 = 428 (and I'll stop there). For arguments sake, let's say that you only create those four LODs. All four of those LODs are in the object package (API, SCA, SCM, BGL, MDL, whichever you use); and when FS9 loads that object for the scenery, it is going to load all 2,316 polygons into memory. It's only going to display one set at a time, but because of the speed at which you will be going towards or away from the object, it has to have all 2k+ polygons already in memory. (Remember -- it loads at start-up and then displays based on your location.) That uses a lot more resources than simply loading 718 polygons and then letting the scale and V1 distance reduce the size of the display until you are beyond the V1 distance, at which time FS9 quits displaying the object altogether.
The greater number of polygons in an initial object (be it a building or an aircraft), the more applicable having multiple LODs will probably become. Personally, I wouldn't consider using LODs until I start hitting the 1k polygon range; but that's just my "druthers." I doubt I'll ever hit anywhere near that in my object design, as even 1k polygon objects start jacking up the framerate impact.
The hardened aircraft shelters I made (and I'm working on another version that will be even MORE framerate friendly) should appear as rolled steel or a corrugated concrete appearance on the outside. It isn't necessary to make 16 runs of 90' x 2' tubes (each tube being 8 polygons) to create that effect. A flat surface half-tube (8 polygons) with a texture that displays as rolled steel or corrugated concrete, gives the identical visual with 1/16th the number of polygons for FS9 to load and draw, regardless of where you might be inside the V1 distance.
(Lot of info there, probably 99% of it not applicable to the question. But, that's about the sum total of my knowledge on the LODs, and the proverbial WAG on how it was done.
Hope there's something in there that helps you, or at least points you to an avenue of research.)