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	<title>CCG/Modelling: Level of Detail Mesh Reduction - Revision history</title>
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		<id>https://wiki.trainzsimulator.com/index.php?title=CCG/Modelling:_Level_of_Detail_Mesh_Reduction&amp;diff=2697&amp;oldid=prev</id>
		<title>Pev at 04:02, 15 June 2011</title>
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		<updated>2011-06-15T04:02:15Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;a href=&quot;https://wiki.trainzsimulator.com/index.php?title=CCG/Modelling:_Level_of_Detail_Mesh_Reduction&amp;amp;diff=2697&amp;amp;oldid=2696&quot;&gt;Show changes&lt;/a&gt;</summary>
		<author><name>Pev</name></author>
	</entry>
	<entry>
		<id>https://wiki.trainzsimulator.com/index.php?title=CCG/Modelling:_Level_of_Detail_Mesh_Reduction&amp;diff=2696&amp;oldid=prev</id>
		<title>Pev: New page: LEVEL OF DETAIL MESH REDUCTION  General Description  Level of Detail (or `LOD&#039;) is a technique used for asset mesh reduction. Trainz uses a different mesh dependant on the viewing distance...</title>
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		<updated>2011-06-15T03:27:13Z</updated>

		<summary type="html">&lt;p&gt;New page: LEVEL OF DETAIL MESH REDUCTION  General Description  Level of Detail (or `LOD&amp;#039;) is a technique used for asset mesh reduction. Trainz uses a different mesh dependant on the viewing distance...&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;LEVEL OF DETAIL MESH REDUCTION&lt;br /&gt;
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General Description&lt;br /&gt;
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Level of Detail (or `LOD&amp;#039;) is a technique used for asset mesh reduction. Trainz uses a different mesh dependant on the viewing distance. &lt;br /&gt;
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This concept is different from the previous &amp;quot;progressive mesh&amp;quot; (.pm) reduction as used by UTC. That is, instead of gradually reducing the polycount of a single mesh you can now have several versions of the same asset, each at different polycounts and texture levels. (See `Directory Structure&amp;#039;, next page)&lt;br /&gt;
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Assets with LOD reduction must comprise of `indexed meshes&amp;#039; or .im files only (exported from gmax or 3dsmax). No .pm files are used in LOD.&lt;br /&gt;
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TRS2004 looks for these .im files through an .lm.txt (LOD mesh file) which is referenced via the asset&amp;#039;s config.txt file.&lt;br /&gt;
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Note: Only Figure 4 the hi-res version is bump-mapped.&lt;br /&gt;
Bump mapping will be ignored if the graphics card does not support it.&lt;br /&gt;
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Use only non-formated text to create the .lm.txt file i.e. &lt;br /&gt;
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Use a simple text editor such as notepad&lt;br /&gt;
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The use of upper and lower case letters in the tag names are important, please follow the example.&lt;br /&gt;
Refer to the .lm file in the next column for information.&lt;br /&gt;
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LOD Mesh File (PB_15_body.lm.txt) Auran&amp;#039;s steam loco:&lt;br /&gt;
              &lt;br /&gt;
version 1.0&lt;br /&gt;
offset = 0.01&lt;br /&gt;
calcpoint =center&lt;br /&gt;
multiplier = 1.0;                &lt;br /&gt;
animationCutOff = 0.00;&lt;br /&gt;
renderCutOff = 0.00;&lt;br /&gt;
attachmentCutOff = 0.06;&lt;br /&gt;
mesh(&amp;quot;0.07&amp;quot;)                      &lt;br /&gt;
{&lt;br /&gt;
  name=&amp;quot;PB_15_body_lowest.im&amp;quot;;    &lt;br /&gt;
}&lt;br /&gt;
mesh(&amp;quot;0.30&amp;quot;)&lt;br /&gt;
{&lt;br /&gt;
  name=&amp;quot;PB_15_body_low.im&amp;quot;;&lt;br /&gt;
}&lt;br /&gt;
mesh(&amp;quot;0.52&amp;quot;)&lt;br /&gt;
{&lt;br /&gt;
  name=&amp;quot;PB_15_body_med.im&amp;quot;;&lt;br /&gt;
}&lt;br /&gt;
mesh(&amp;quot;1.0&amp;quot;)&lt;br /&gt;
{&lt;br /&gt;
  name=&amp;quot;PB_15_body.im&amp;quot;;&lt;br /&gt;
}&lt;br /&gt;
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Breakdown of LOD Mesh File&lt;br /&gt;
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Version 1.0                              &lt;br /&gt;
offset = 0.01;     &lt;br /&gt;
The offset that prevents &amp;quot;popping&amp;quot; between two levels of of detail repeatedly&lt;br /&gt;
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calcPoint = center;              &lt;br /&gt;
The position where the level of detail is calculated from (center,near,far)&lt;br /&gt;
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PB_15_body_lowest.im (600 polys, 64x64 tex) bogies	PB_15_body_low.im (1947 polys 256x256 tex)&lt;br /&gt;
      attachments flagged `:Cull&amp;#039;,&lt;br /&gt;
      bogies represented in mesh (see next page)&lt;br /&gt;
      Figure 1				Figure 2&lt;br /&gt;
&lt;br /&gt;
				PB_15_body.im&lt;br /&gt;
   PB_15_body_med.im (5066 polys 512x256 tex)	(10578 polys, 1024x512 tex and bump-mapped)&lt;br /&gt;
     Figure 3				Figure 4&lt;br /&gt;
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multiplier = 1.0&lt;br /&gt;
A level of detail multiplier (leave as 1.0)&lt;br /&gt;
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animationCutOff = 0.0&lt;br /&gt;
The level of detail where animation stops&lt;br /&gt;
(to screen width) 1.00 = full width,&lt;br /&gt;
0.5 = half screen, 0.00 = never stop animation&lt;br /&gt;
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renderCutOff = 0.0&lt;br /&gt;
The level (to screen width) where rendering stops (no longer visible)&lt;br /&gt;
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attachmentCutOff = 0.06&lt;br /&gt;
The level where Cull flagged attachments are dropped (to screen width) *See note below&lt;br /&gt;
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Note: Meshes are referenced within a LOD file must be in ascending width order.&lt;br /&gt;
&lt;br /&gt;
mesh(“0.07”)&lt;br /&gt;
{&lt;br /&gt;
   name=”PB_15_body_lowest.im”&lt;br /&gt;
}&lt;br /&gt;
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When the mesh is displayed at 0.07 of the screen, the mesh “PB_15_body_lowest.im” is displayed. Note the figure is just bigger than the attachment cut off figure above.  This ensures the modeled bogeys in this LOD mesh are rendered before the actual bogeys are culled.&lt;br /&gt;
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mesh(“0.30”)&lt;br /&gt;
{&lt;br /&gt;
name =”PB_15_body_low.im”&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
mesh “PB_15_body_low.im” is displayed when the mesh is at 0.3 of screen width.&lt;br /&gt;
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mesh(“0.52”)&lt;br /&gt;
{&lt;br /&gt;
name = “PB_15_body_med.im”&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
mesh(“1.0”)&lt;br /&gt;
{&lt;br /&gt;
name = “PB_15_body.im”&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
Config.txt file extract&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
kuid &amp;lt;KUID:-3:10024&amp;gt;&lt;br /&gt;
kuid-table {&lt;br /&gt;
             }&lt;br /&gt;
obsolete-table {&lt;br /&gt;
       }&lt;br /&gt;
mesh-table&lt;br /&gt;
{&lt;br /&gt;
default&lt;br /&gt;
{&lt;br /&gt;
  mesh PB_15_body/PB_15_body.lm&lt;br /&gt;
  auto-create 1&lt;br /&gt;
}&lt;br /&gt;
shadow&lt;br /&gt;
{&lt;br /&gt;
  mesh PB_15_shadow/PB_15_shadow.im&lt;br /&gt;
}&lt;br /&gt;
reverser&lt;br /&gt;
{&lt;br /&gt;
   mesh PB_15_body/reverser/reverser.im&lt;br /&gt;
   anim PB_15_body/reverser/reverser.kin&lt;br /&gt;
   auto-create 1&lt;br /&gt;
   att a.bog2&lt;br /&gt;
   att-parent default       }&lt;br /&gt;
}&lt;br /&gt;
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Directory Structure (LOD Loco)&lt;br /&gt;
&lt;br /&gt;
The main thing to remember is that all LOD files, .im meshes and textures must be located within the same directory. In the case of a locomotive or rolling stock item, it should be in the *_body directory. Note the LOD Mesh file is referenced from the config.txt file.&lt;br /&gt;
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Note&lt;br /&gt;
attachmentCutOff = 0.1;   &lt;br /&gt;
Attachment cutoff specifies the level where attachments with the flag &amp;quot;:Cull&amp;quot; are dropped.&lt;br /&gt;
&lt;br /&gt;
ie To stop drawing the bogeys of the trains at a specific level of detail, append :Cull to the bogie attachment point. (ie &amp;quot;a.bog0:Cull&amp;quot; ) &lt;br /&gt;
&lt;br /&gt;
Where the above applies (bogeys culled) the body mesh will need a low poly representation of the bogeys.&lt;/div&gt;</summary>
		<author><name>Pev</name></author>
	</entry>
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