Hi, guys
Lately I've been busy with trying many car mods that come without any lod's. Learning from the masters I've had a flash of light in the scull - why not simply use Blender and work with merging vertices by distance to bring down the face count to at least 30-35k?! And sure enough it works - simple, quick and clean. The resulting lod has all of the objects that are necessary for distance of over 30 meters, with the correct material properties and has all the lights working as they were in the big car. Even the rims blur works so the transition from full to lod is seamless and doesn't break immersion.
So why not use the LOD Generator? Well, it requires installing of additional SDK and is more complicated than the use of Blender that I'm proposing.
All software that is used in this workflow is free (and CM is in use all of the time).
Content Manager is the better AC launcher and much more, Blender is full-featured 3d editor and ksEditor you can find inside the game's folder "..\sdk\editor\ksEditor.exe"
Step 1: getting the big model of the car ready for Blender
Enable "Developer Mode" of Content Manager by left-clicking several times on the "Version" number
Add "FBX Converter" in CM PligIns
Unpack the model into FBX
Import the FBX into Blender
Notice what's the count for the tris in particular and select all objects by click and "A"
Press "Tab" to enter edit mode and "A" again to make sure all vertices are selected
Use "M" key to bring the menu for Merge
Use the option box that appears in the lower left
Adjust the value to get ~30-35 000 tris
Export from Blender using the same folder and file name of the unpacked car
Don't rush to close Blender. Open ksEditor and load the FBX
If the car is horizontal, not 400 m long and all parts are in their usual place
Name the .kn5
You can test the distance in which the defects stop being visible in ksEditor by adjusting the FOV to 45 (about the usual for single screen cockpit view) using the mouse scroll and then move back with the arrow down. When it starts to look decent, right-click on the car to get a reading for the distance. It will come handy when editing "lods.ini" (and you will know if the lod is 400 m long before loading the game).
If the car's data is packed in "data.acd"
...
Lately I've been busy with trying many car mods that come without any lod's. Learning from the masters I've had a flash of light in the scull - why not simply use Blender and work with merging vertices by distance to bring down the face count to at least 30-35k?! And sure enough it works - simple, quick and clean. The resulting lod has all of the objects that are necessary for distance of over 30 meters, with the correct material properties and has all the lights working as they were in the big car. Even the rims blur works so the transition from full to lod is seamless and doesn't break immersion.
So why not use the LOD Generator? Well, it requires installing of additional SDK and is more complicated than the use of Blender that I'm proposing.
All software that is used in this workflow is free (and CM is in use all of the time).
Content Manager is the better AC launcher and much more, Blender is full-featured 3d editor and ksEditor you can find inside the game's folder "..\sdk\editor\ksEditor.exe"
Step 1: getting the big model of the car ready for Blender
Enable "Developer Mode" of Content Manager by left-clicking several times on the "Version" number
Add "FBX Converter" in CM PligIns
Unpack the model into FBX
Import the FBX into Blender
Notice what's the count for the tris in particular and select all objects by click and "A"
Press "Tab" to enter edit mode and "A" again to make sure all vertices are selected
Use "M" key to bring the menu for Merge
Use the option box that appears in the lower left
Adjust the value to get ~30-35 000 tris
Export from Blender using the same folder and file name of the unpacked car
Don't rush to close Blender. Open ksEditor and load the FBX
If the car is horizontal, not 400 m long and all parts are in their usual place
Name the .kn5
You can test the distance in which the defects stop being visible in ksEditor by adjusting the FOV to 45 (about the usual for single screen cockpit view) using the mouse scroll and then move back with the arrow down. When it starts to look decent, right-click on the car to get a reading for the distance. It will come handy when editing "lods.ini" (and you will know if the lod is 400 m long before loading the game).
If the car's data is packed in "data.acd"
...
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