Since I’m talking to myself, I guess no one wants to know this:
How to use Level of Detal (LOD) models in ET
Thanks to Digibob of splashdamage for the heads-up on this.
LOD models are lower-poly models that replace high-poly ones as you move away from them. The idea is to cut down the number of drawn polygons when you have a lot of models in view, and/or you’re too far away to see details.
This is the naming format for LoD models in Q3 engine games:
modelname.md3 for the high-poly model
modelname_1.md3 for the first lod level
modelname_2.md3 for the second
To make the LOD system work in ET is very simple.
- Create your 3 models, named using the above system, all in the same directory.
- Place a misc_gamemodel in your map using modelname.md3
- Compile the map
- Pak the files, including the modelname_1.md3 and modelname_2.md3 files and distribute
The engine detects the presence of LOD models and uses them automatically.
So, for our beach hedgehog model, the model files are (poly count in parentheses)
pop_hedgehog.md3 (262) High detail - This is the model you’ll see when you’re hiding behind it, trying to avoid the MG fire.
pop_hedgehog_1.md3 (118) Medium detail - This is the model you’ll see when you look at hedgehogs a little way away that you hope you can reach while the MGs are reloading.
pop_hedgehog_2.md3 (24) Low detail - This is the one you’ll see from long distance, while you’re raining MG fire down on the Allies.
Note that it has to be a misc_gamemodel, NOT a misc_model. Models placed as misc_model entities are compiled into the BSP and therefore can’t change to a different model as you move away.