Part 6 - LODs (Level of Detail)

What We'll Cover At a Glance

  • Introduction to LODs (Level of Detail)
  • Creating and exporting HD and LOD models in Blender with Sollumz
  • Setting up LODs in CodeWalker
  • Linking HD and LOD entities through YMAP hierarchy
  • Generating manifests and validating your setup

Setting up LOD Model(s)

  1. Prepare two versions of the same asset:
    • HD model (full-detail version)
    • LOD model (simplified geometry and materials)
  2. In Blender, rename both objects clearly so they are easy to identify in CodeWalker.
  3. Convert both objects to Drawables using Sollumz.
  4. Export both assets using Export RAGE Assets.
  5. Create a YTYP and add both drawables as archetypes using default settings.
  6. Import the exported files into your target RPF archive in CodeWalker RPF Explorer.

Creating HD / LOD YMAPs

  1. Open the Project Window in CodeWalker and create a new YMAP for the HD object.
  2. Place the HD entity and set:
    • Flags: LOD in Parent Map
    • LodLevel: LODTYPES_DEPTH_HD
  3. Save the HD YMAP.
  4. Create a second YMAP for the LOD object.
  5. Place the LOD entity at the exact same coordinates as the HD entity.
  6. Set the LOD entity values:
    • ChildLodDist = HD entity LodDist
    • LodDist = increased value based on desired streaming distance
    • LodLevel = LODTYPES_DEPTH_LOD
  7. Save the LOD YMAP.

Parenting YMAPs:

  1. Copy the LOD YMAP filename and set it as the Parent for the HD YMAP.
  2. Select the HD entity and, in the LOD Hierarchy tab, set ParentIndex from -1 to 0.
  3. Select the LOD entity and, in the LOD Hierarchy tab, set NumChildren to 1.
  4. In the project window, open Tools > Manifest Generator, click Generate, and save the _manifest.ymf file.

Summary

You now have a full HD/LOD setup for a custom asset:

  • HD and LOD drawables created in Blender
  • Archetypes added to a YTYP
  • HD and LOD entities split into linked YMAPs
  • LOD hierarchy configured correctly
  • Manifest generated for proper in-game loading