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)
- Prepare two versions of the same asset:
- HD model (full-detail version)
- LOD model (simplified geometry and materials)
- In Blender, rename both objects clearly so they are easy to identify in CodeWalker.
- Convert both objects to Drawables using Sollumz.
- Export both assets using Export RAGE Assets.
- Create a YTYP and add both drawables as archetypes using default settings.
- Import the exported files into your target RPF archive in CodeWalker RPF Explorer.
Creating HD / LOD YMAPs
- Open the Project Window in CodeWalker and create a new YMAP for the HD object.
- Place the HD entity and set:
- Flags:
LOD in Parent Map
- LodLevel:
LODTYPES_DEPTH_HD
- Save the HD YMAP.
- Create a second YMAP for the LOD object.
- Place the LOD entity at the exact same coordinates as the HD entity.
- Set the LOD entity values:
- ChildLodDist = HD entity LodDist
- LodDist = increased value based on desired streaming distance
- LodLevel =
LODTYPES_DEPTH_LOD
- Save the LOD YMAP.
Parenting YMAPs:
- Copy the LOD YMAP filename and set it as the Parent for the HD YMAP.
- Select the HD entity and, in the LOD Hierarchy tab, set ParentIndex from
-1 to 0.
- Select the LOD entity and, in the LOD Hierarchy tab, set NumChildren to
1.
- 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