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editor: multiple fixes & improvements related to LODs #556
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editor: multiple fixes & improvements related to LODs #556
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Tested! |
I don't think that useLODs should be a good idea to be true as default, since most players are not aware of what LODs do in the first place. |
The LOD object model only loads when the object becomes far away, replacing the normal object (or so it should). I doubt it's bad in terms of performance... I know me and many MTA players have always hated seeing objects disappear at a low distance, due to the lack of LOD loaded because the script only did createObject once without assigning any LOD... It's especially frustrating and immersion-breaking in the map editor while you're mapping to see these objects disappear. |
addEventHandler("onResourceStart", resourceRoot, onResourceStartOrStop, false) | ||
addEventHandler("onResourceStop", resourceRoot, onResourceStartOrStop, false) | ||
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-- MTA LOD Table [object] = [lodmodel]] |
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Needs one more closing ] at the end, two to close the multi-line string and one to encapsulate 'lodmodel' in the final file
-- MTA LOD Table [object] = [lodmodel]]]
Actually, keep this on hold. |
Updated to use new upcoming feature from multitheftauto/mtasa-blue#3831 |
Work on this PR is paused until we figure out multitheftauto/mtasa-blue#3831 |
i cant test this PR due to these errors EDIT: nvm getObjectLowLODModel still not implemented in mtasa-blue
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I will remake this PR. I don't think there will be an addition of a function to get the LOD of a model in mtasa-blue. So we need to do this in Lua. I am thinking of a new resource. Map utilities or something like that. To handle LOD etc. |
Status: waiting for new MTA feature multitheftauto/mtasa-blue#3831
getObjectLowLODModel
MTA function to obtain the LLOD object ID of any HLOD object ID. The previous LOD_TABLE was even incomplete! Rockstar hid some object=>lod associations in binary IPL files, which have been identified and fixed in MTA PR 3831. Fixes editor: LOD_MAP table is missing some LOD models #555