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Graphics changing upon distance?


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42 minutes ago, PeaceMaker said:

Can i disable it ? and whats the effect for that

Quote

Level of detail is a general design term for video game landscapes in which closer objects are rendered with more polygons than objects that are farther away. Generally speaking, the level of detail is dictated by the game's system requirements. Given the power of modern processors, very little degradation in the level of detail is noticeable anymore. Early video games had very noticeable changes in the level of detail, with objects in the background visibly gaining definition (and polygons) as they entered the foreground. This was a simple shortcut to save processing power for other tasks while still presenting a passable background to the player. Modern video games still use the same procedure, but the base level from which they render has a much higher polygon count, meaning few people can spot the difference between foreground and background with the naked eye.

LODs are for performance boost for GPU/CPU. Yes you can - mostly of the metin .gr2 models have LOD files which are stored inside model or as separated .gr2 files with lod_01/2/3 at the end of the parent model name.
For example: c1-009-hotel.gr2 and c1-009-hotel_lod_01.gr2
Or disable loading LODs in client source for granny .cpp/h files

Spoiler

LOD.png


Post edit:
\GameLib\ActorInstanceData.cpp

void CActorInstance::SetShape(DWORD eShape, float fSpecular)



\GameLib\Area.cpp

__SetObjectInstance_SetBuilding


\GameLib\RaceData.cpp
 

CGraphicThing * CRaceData::GetLODModelThing()


\EterGrnLib\ThingInstance.cpp

void CGraphicThingInstance::UpdateLODLevel()

+ \EterGrnLib\LODController.cpp
 

static float LODHEIGHT_ACTOR		=	500.0f;
static float LODDISTANCE_ACTOR		=	5000.0f;
static float LODDISTANCE_BUILDING	=	25000.0f;

 

Edited by Metin2 Dev
Core X - External 2 Internal
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I completely abandoned working on the files for this game. I do not respond to private messages.

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