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LOD duplicates, limits and LOD distance labeling


Go to solution Solved by Josh,

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Posted
  1. When deleting LODs and then adding them again, I get duplicates in the Model Tree view panel. I noticed they don't have entries in them though and I can't seem to delete them either.
  2. When adding LODs if you add 3 (the limit?) and then try to add a 4th, the only indication this hasn't worked is in the lua console panel, which is probably easy to miss if you have it covered with the Model panel.
  3. LOD - Appearance - LOD distance has fields for X, Y and Z which is a bit confusing as the Crash Course video demonstrates them as the first, second and third view distance amounts.

Image provided for reference.

LODsbugreport.thumb.jpg.081d9c1e76d3aa99f1a18a4656ef9eb0.jpg

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  • 1 month later...
Posted
On 11/30/2025 at 3:55 PM, CyberMick said:

LOD - Appearance - LOD distance has fields for X, Y and Z which is a bit confusing as the Crash Course video demonstrates them as the first, second and third view distance amounts.

How else do you suggest this should work? It's a field with three values. Do you mean that the labels shown should say "1", "2", and "3" instead of X, Y, Z?

Let's build cool stuff and have fun. :)

Posted
On 11/30/2025 at 3:55 PM, CyberMick said:

When adding LODs if you add 3 (the limit?) and then try to add a 4th, the only indication this hasn't worked is in the lua console panel, which is probably easy to miss if you have it covered with the Model panel.

I don't even see anything here except the load / delete message. We're talking about the File > Load LOD feature, right? I am adding an error message for this now...

Let's build cool stuff and have fun. :)

Posted
On 11/30/2025 at 3:55 PM, CyberMick said:

When adding LODs if you add 3 (the limit?) and then try to add a 4th, the only indication this hasn't worked is in the lua console panel, which is probably easy to miss if you have it covered with the Model panel.

Ah, I see, you are using the mesh reduction feature to add new LODs.

Okay, the ways errors are handled was very difficult to figure out. There can potentially be multiple errors that occur in a process, like if you load a scene that is missing a lot of files. There are also errors that can occur where it's important to know they happened, but you don't really want to interrupt the workflow. Making the console show a highlighting item and automatically show the console and switch to the error list was the method I came up with that was both highly visible, but didn't stop the user's workflow.

One change I am making to this right now, is that if any of the program child windows are maximized, they will get "restored" back to their non-maximized that. This will prevent a child window from covering the console, most of the time.

Let's build cool stuff and have fun. :)

  • Solution
Posted

I believe I have the duplicate LOD problem fixed. Update will be available tomorrow. Please try the changes then and let me know if it needs improvement.

Let's build cool stuff and have fun. :)

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