Edited p2sta Wheel Pack

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yzmxer608
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Re: Edited p2sta Wheel Pack

Post by yzmxer608 »

Keep the 4.5, I did that in an effort to make it start slightly later. The first lod has knobbies on it so if you're seeing slicks still the 2nd lod is already kicking in so your nodel geo must be pretty low.
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John23
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Re: Edited p2sta Wheel Pack

Post by John23 »

yzmxer608 wrote:Keep the 4.5, I did that in an effort to make it start slightly later. The first lod has knobbies on it so if you're seeing slicks still the 2nd lod is already kicking in so your nodel geo must be pretty low.
Yeah it's at 2. I'll try and adjust the second one
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John23
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Re: Edited p2sta Wheel Pack

Post by John23 »

I changed the "5.5" one, and it didn't do anything. Is there a way you can make an updated link without LODs and it looks OK?
jlv wrote:This post is useless.
Boblob801
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Re: Edited p2sta Wheel Pack

Post by Boblob801 »

You should be able to do it John. Study up.
Hi
John23
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Re: Edited p2sta Wheel Pack

Post by John23 »

Boblob801 wrote:You should be able to do it John. Study up.
Sorry. I am a noob when it comes to LODs. What do I change the second LOD to?





hope you werent being sarcastic
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yzmxer608
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Re: Edited p2sta Wheel Pack

Post by yzmxer608 »

If you have to run your model geometric detail at 2 don't expect much detail :lol:.
jlv wrote: tree.jm < 2 feet
tree_lod1.jm 2-4 feet
tree_lod2.jm 4-8 feet
tree_lod3.jm 8-16 feet
tree_lod4.jm 16-32 feet
tree_lod5.jm 32-64 feet
tree_lod6.jm 64-128 feet
tree_lod7.jm 128-256 feet
tree_lod8.jm 256-512 feet
tree_lod9.jm > 512 feet

If an lod is missing it will use the next higher lod.
The last link I posted the first LOD (still has knobbies) kicks in at 24 feet (4.5) and second (looks like a slick tire) at 48 feet (5.5) third at 64 feet (6) and last at 128 feet (7).

When you use values for the model geometric detail below 10 they scale the distance, here's how they work:
jlv wrote:The lod levels are in feet in powers of 2 (1ft, 2ft, 4ft, 8ft etc). Model geometric detail just scales the distance from the observer. At 0 the game will act like objects are 8 times farther than they really are, at 50 the distance isn't scaled, and at 100 the scale is 0, so it will draw the highest lod no matter how far the object is.

In this version, objects are now hidden entirely depending on the distance when the model geometric detail is 10 or less. The distance used is d*d*20, where d is the detail setting.
0: 0ft
1: 20ft
2: 80ft
3: 180ft
4: 320ft
5: 500ft
6: 720ft
7: 980ft
8: 1280ft
9: 1620ft
10: 2000ft
The important part of that quote for your situation is what's bolded, a setting of 2 would treat the object as if it is 7.72 times farther away than it really is (if my math is correct). When I was testing the 5th LOD was popping up every once in a while in 3rd person, so let's assume with stock 3rd person camera settings it is around 32 feet away from the rider. With your model geo at 2 it's treating the tire as if it is 7.72*32=247 feet away from the camera, which is using the last LOD straight away.

With that info you should be able to figure out what to change them to in order to do what you want to achieve ;).
TeamHavocRacing wrote:If I had a nickel for every time someone asked for this, I would have a whole shitload of nickels.
John23
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Re: Edited p2sta Wheel Pack

Post by John23 »

yzmxer608 wrote:If you have to run your model geometric detail at 2 don't expect much detail :lol:.
jlv wrote: tree.jm < 2 feet
tree_lod1.jm 2-4 feet
tree_lod2.jm 4-8 feet
tree_lod3.jm 8-16 feet
tree_lod4.jm 16-32 feet
tree_lod5.jm 32-64 feet
tree_lod6.jm 64-128 feet
tree_lod7.jm 128-256 feet
tree_lod8.jm 256-512 feet
tree_lod9.jm > 512 feet

If an lod is missing it will use the next higher lod.
The last link I posted the first LOD (still has knobbies) kicks in at 24 feet (4.5) and second (looks like a slick tire) at 48 feet (5.5) third at 64 feet (6) and last at 128 feet (7).

When you use values for the model geometric detail below 10 they scale the distance, here's how they work:
jlv wrote:The lod levels are in feet in powers of 2 (1ft, 2ft, 4ft, 8ft etc). Model geometric detail just scales the distance from the observer. At 0 the game will act like objects are 8 times farther than they really are, at 50 the distance isn't scaled, and at 100 the scale is 0, so it will draw the highest lod no matter how far the object is.

In this version, objects are now hidden entirely depending on the distance when the model geometric detail is 10 or less. The distance used is d*d*20, where d is the detail setting.
0: 0ft
1: 20ft
2: 80ft
3: 180ft
4: 320ft
5: 500ft
6: 720ft
7: 980ft
8: 1280ft
9: 1620ft
10: 2000ft
The important part of that quote for your situation is what's bolded, a setting of 2 would treat the object as if it is 7.72 times farther away than it really is (if my math is correct). When I was testing the 5th LOD was popping up every once in a while in 3rd person, so let's assume with stock 3rd person camera settings it is around 32 feet away from the rider. With your model geo at 2 it's treating the tire as if it is 7.72*32=247 feet away from the camera, which is using the last LOD straight away.

With that info you should be able to figure out what to change them to in order to do what you want to achieve ;).
My brain has failed. I'll just stick with p2stas first pack. His lods are perfect for what I want.
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jesperbye37
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Re: Edited p2sta Wheel Pack

Post by jesperbye37 »

it looks so different for me"!
yzmxer608
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Re: Edited p2sta Wheel Pack

Post by yzmxer608 »

In what way?
TeamHavocRacing wrote:If I had a nickel for every time someone asked for this, I would have a whole shitload of nickels.
jesperbye37
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Re: Edited p2sta Wheel Pack

Post by jesperbye37 »

jesperbye37 wrote:it looks so different for me"!
its not a cirkel in game, it got no spokes and stuff
yzmxer608
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Re: Edited p2sta Wheel Pack

Post by yzmxer608 »

Those are the LOD's, if you raise your model geometric detail or move closer to the bike the regular model will appear. The LOD (level of detail) models are there to have less geometric detail at further distances (it helps the game lag less).
TeamHavocRacing wrote:If I had a nickel for every time someone asked for this, I would have a whole shitload of nickels.
davisluna15
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Re: Edited p2sta Wheel Pack

Post by davisluna15 »

but where can i get that bike? :D
177eddieboi
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Re: Edited p2sta Wheel Pack

Post by 177eddieboi »

do you just put it in your personal mx sim folder?
dawsonsleeper
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Re: Edited p2sta Wheel Pack

Post by dawsonsleeper »

177eddieboi wrote:do you just put it in your personal mx sim folder?
yes
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AHeckman2
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Re: Edited p2sta Wheel Pack

Post by AHeckman2 »

John23 wrote:My brain has failed.
What happens to me whenever an OG goes off about anything too complicated :lol: Wish I understood it lol
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