robert.briscoe Posted February 10, 2013 Report Posted February 10, 2013 (edited) Hey all, so I'm trying again (for the third time!) to port de_forest over to CS:GO and so far it's been going much smoother and I've decided to remake some of the models and textures to bring some of the visuals up-to-date, however I've run into a strange issue which I hadn't noticed until this evening, which is that, for some reason, CS:GO doesn't seem to make use of LODs at all. I can see my models' LODs changing in Hammer, but for some reason they just don't show in-game, showing only the highest LOD instead. At first I thought it might be related to the way I compiled my models, but on further inspection I noticed the same thing happens with Valve's own props too. I took a tree model Valve created, checked in in hammer to see if there were LODs, which there were (Model Viewer incidentally doesn't come with the CS:GO sdk...doh!) and again, it only showed the highest LOD in-game! I thought it might be related to my graphics settings being too high but after turning everything to low I can see that this is not the case. Can anyone else confirm that this is the case for them also, or if anyone knows how to get LODs working? I know there are a few people on here with a bit more experience with CS:GO and its SDK than I so thought I'd post this here. Thanks in advance! Edited February 10, 2013 by robert.briscoe Mozartkugeln 1 Quote
FMPONE Posted February 10, 2013 Report Posted February 10, 2013 (edited) I think they utilize fade distances? Perhaps? Edited February 10, 2013 by FMPONE Quote
Skjalg Posted February 11, 2013 Report Posted February 11, 2013 Its probably a bug that no one has noticed because games aren't struggling with the triangle-count anymore since the gpu's are so damn fast these days. Its all about memory and draw calls now. Quote
Thrik Posted February 11, 2013 Report Posted February 11, 2013 Wouldn't surprise me if something like that got through, considering CS:GO isn't a particularly high-spec game either. Kind of limits adventurous mapping, though. Quote
Kinky Posted February 11, 2013 Report Posted February 11, 2013 This may become problematic for me. Can someone try to email Valve to find out the situation with this? Quote
Psy Posted February 11, 2013 Report Posted February 11, 2013 (edited) Valve don't care about LODs. I mean, look at the 10000 poly hats in TF2 with no LODs. Edited February 11, 2013 by Psy General Vivi, Thrik and cincinnati 3 Quote
robert.briscoe Posted February 11, 2013 Author Report Posted February 11, 2013 Yeah I can imagine it doesn't really affect anything if you're just making an urban non-organic level, but where de_forest is concerned it's an absolute must. I will see if I can get in touch with someone at Valve, but I don't think they're going to really give too much of a shit if nobody has noticed it after all this time Quote
General Vivi Posted February 11, 2013 Report Posted February 11, 2013 You might just have to trigger that manually by switching out the meshes. Just make a prefab or something *bad advice don't do what I just said* Quote
e-freak Posted February 11, 2013 Report Posted February 11, 2013 Yeah I can imagine it doesn't really affect anything if you're just making an urban non-organic level, but where de_forest is concerned it's an absolute must. I will see if I can get in touch with someone at Valve, but I don't think they're going to really give too much of a shit if nobody has noticed it after all this time gaben@valvesoftware.com always Quote
Pampers Posted February 11, 2013 Report Posted February 11, 2013 Valve don't care about LODs. I mean, look at the 10000 poly hats in TF2 with no LODs. you need to shell out extra dollaz for the hat LODs Quote
mjens Posted February 12, 2013 Report Posted February 12, 2013 Check your graphics options. Maybe you have a nice video card so the settings switched up to best quality (than can turn off LODS to make graphics more "l33t"). Try running a game on low details. I haven't played CS:GO so it's only a blind man's idea Quote
robert.briscoe Posted February 12, 2013 Author Report Posted February 12, 2013 Check your graphics options. Maybe you have a nice video card so the settings switched up to best quality (than can turn off LODS to make graphics more "l33t"). Try running a game on low details. I haven't played CS:GO so it's only a blind man's idea That was my thought too last night, no dice though, LODs dont seem to work even with everything set to low for me...grr! Quote
shawnolson Posted February 14, 2013 Report Posted February 14, 2013 I may be wrong about this but it seems to me that as I've been testing a level I've been working on... the LODs seem to be transitioning very subtly. So instead of just swapping out, the fade from one level to the next. So it is harder to notice. Again, I may be wrong but I think that is what is going on now. I'll have to actually scrutinize to see if that is really the case. Quote
robert.briscoe Posted February 14, 2013 Author Report Posted February 14, 2013 Let me know your findings, I tried this on a model with some glaring differences between LODs and noticed no change in the model Quote
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