"lod"-Textures
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Because these LoD-textures are seperate textures on a seperate LoD Model of the space station, there is no chance telling the game not to use it. The only way would be to tell the game not to use the LoD Models. This could decrease your FPS depening on your computer.
To do so, go to your solararch.ini and look for the object you want (in this case: largestation1). Change it’s LoD’s so it ignores some of it, for example here: LODranges = 0, 50000, 50000, 50000, 50000, 50000
It could be that the LoD Model with the LoD texture is the 3. model, so you could keep the first one, for example LODranges = 0, 3000, 50000, 50000, 50000, 50000
etc. -
usually the other textures are still there (in the mat’s texture library) and you can replace them the way you replaced the lod0 textures. you might want to size them down for the other LODs (though you said you wouldn’t like to) but it is no necessity. there is of course the possibility to assign alternate materials to the models through re-exporting it, yet this is needless raise of effort.
what might be of even more interest anyway, is to make the material in the material library itself refer to a different (new) texture node and thus ignoring the original low-level texture subnodes (which essentially could then be deleted to save hard drive space). keep in mind though, that any model that uses the material would be affected on the surfaces in question. -
Ok guys, i think i doing it differently. I just create an stand-alone-
fullHD-Mod for vanilla, with edited LODranges. And if anyone want use the Textures in own Mod also, they need to setup the
solararch too, it concerns only a few stations.
Thanks for your support, regards.And no, i dont set it to 1bil 40-50k is enough
and the thing with the memory, the SOLAR-folder is already at
400mb and i was not at the starsphers and Planets…not yet -
Huor wrote:
wouldnt dds and mipmaps make that automatically with the lods? You just have to name the texture node to MIPS instead of MIP0? Or am i wrong?A typical technique in older games, and so Freelancer too, was to make “composite textures”. This means, they made an LOD Model and put on it’s side one texture instead of multiple ones. This single one looks like the normal ones on a far distant. This increases FPS because the graphics card has to display just one instead of multiple textures.
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I query the LODranges = 0, 3000, 50000, 50000, 50000, 50000
The values are switch points in distance (Freelancer metres) from you.
So to have more than one of the same value is not correct.
And the last value is the distance from you at which the object is no longer drawn.
Therefore it should be 0, 2nd texture switch distance, 3rd texture switch distance, 4th texture switch distance, 5th if it exists, and disappearance distance.
So for the above example with 3 textures and LOD models in the .cmp, it should be
LODRanges = 0, 3000, 5000, 50000 only if no additional models/textures are used.
This means:
Use the main texture from 0 to 2999, then 2nd texture and model from 3000 to 4999, then 3rd texture and model from 5000 to 49999, then at 50000 delete (don’t display) the object.
Or am I suffering from Alzhemer’s already?
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Did I say something bad?
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Hello again, i need help one more time if it does not make too many circumstances.
As I said im working on a fullHD-dark-textures for FL
and now i want integrate the ENBSeries in the mod
to make the space darker also. But if you look the little
video you can see that dont work right. After i start the game and
docking out most everything is in order and the way I want to have.
But after i dock errors occur with in the [COLORCORRECTION].
And if im undock then planets and other stuff in space still to dark.
Maybe you know this error and can tell me what im doing wrong?Settings which im using.
[PROXY] EnableProxyLibrary=0 InitProxyFunctions=1 ProxyLibrary= [GLOBAL] UseEffect=1 AlternativeDepth=1 AllowAntialias=1 BugFixMode=0 SkipShaderOptimization=0 QuadVertexBuffer=0 [EFFECT] EnableBloom=0 EnableOcclusion=1 EnableReflection=0 EnableMotionBlur=0 EnableWater=0 EnableShadow=0 DepthBias=0 [INPUT] KeyUseEffect=123 KeyBloom=120 KeyOcclusion=121 KeyReflection=122 KeyCombination=16 KeyShadow=119 KeyWater=118 [REFLECTION] ReflectionPower=10 ChromePower=10 UseCurrentFrameReflection=0 ReflectionQuality=0 ReflectionSourceSpecular=50 ReflectionSourceTFactor=50 UseAdditiveReflection=0 ReflectionDepthBias=100 UseLowResReflection=0 ReflectionSinglePass=1 UseEnvBump=1 EnvBumpAmount=100 EnvBumpOffset=100 [BLOOM] BloomPowerDay=15 BloomFadeTime=100 BloomConstantDay=6 BloomQuality=0 BloomScreenLevelDay=60 BloomCurveDay=0 BloomPowerNight=15 BloomConstantNight=6 BloomCurveNight=0 BloomScreenLevelNight=60 BloomAdaptationScreenLevel=80 BloomAdaptationMultiplier=20 BloomAllowOversaturation=1 [SSAO] UseFilter=1 OcclusionQuality=2 FilterQuality=2 DarkeningLevel=25 BrighteningLevel=25 IlluminationLevel=25 AdditiveIlluminationLevel=25 UseAmbientOcclusion=1 UseIndirectLightning=0 FadeDistance=100 [COLORCORRECTION] DarkeningAmountDay=30 ScreenLevelDay=0 ScreenLevelNight=0 DarkeningAmountNight=30 GammaCurveDay=0 GammaCurveNight=0 ColorSaturationDay=-1 ColorSaturationNight=-1 UsePaletteTexture=0 [PLUGIN] WeatherMod=0 [WATER] UseWaterDeep=1 WaterDeepness=20 WaterQuality=0 [shadow] ShadowFadeStart=40 ShadowFadeEnd=80 ShadowAmountDay=60 ShadowAmountNight=30 ShadowScreenLevelDay=60 ShadowScreenLevelNight=20 ShadowQuality=0 UseShadowFilter=0 FilterQuality=1 ShadowBlurRange=30 [ENGINE] ForceAnisotropicFiltering=1 MaxAnisotropy=16 ForceDisplayRefreshRate=0 DisplayRefreshRateHz=60 [MOTIONBLUR] MotionBlurQuality=1 MotionBlurVelocity=10 MotionBlurRotation=10 [/shadow]