Editing Arcane University:LOD Model Creation
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*'''No collision:''' Since the model will only be loaded at a distance, it does not need [[AU:Mesh Collisions|collision]]. If it is included in the nif, it will be ignored at LOD Generation. | *'''No collision:''' Since the model will only be loaded at a distance, it does not need [[AU:Mesh Collisions|collision]]. If it is included in the nif, it will be ignored at LOD Generation. | ||
*'''No BSXFlags:''' Similarly, the nif does not need [[AU:NIF Data Format#BSXFlags|BSXFlags]], since they too are irrelevant. They will also be ignored if included. | *'''No BSXFlags:''' Similarly, the nif does not need [[AU:NIF Data Format#BSXFlags|BSXFlags]], since they too are irrelevant. They will also be ignored if included. | ||
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However, some features are supported by LOD: | However, some features are supported by LOD: | ||
*'''Vertex Colors:''' LOD models do retain vertex color information, which is useful for maintaining faked shadow detail. | *'''Vertex Colors:''' LOD models do retain vertex color information, which is useful for maintaining faked shadow detail. | ||
− | *'''Transparency:''' | + | *'''Transparency:''' Only alpha testing is supported, but not alpha blending. This also means the diffuse textures can be compressed to BC1 without a loss of transparency gradients. Keep in mind as always, however, that transparency is very resource intensive. |
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*'''Glow:''' LOD models can use the glow shader. Simply add "passthru" to the name of the TriShape in NifSkope, and xLODGen will pass the shader through. | *'''Glow:''' LOD models can use the glow shader. Simply add "passthru" to the name of the TriShape in NifSkope, and xLODGen will pass the shader through. | ||