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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:''' LOD meshes have a constant alpha testing threshold of 128. Alpha blending is not supported, and alpha testing cannot be turned off. This means there are a few things to note:
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*'''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.
** Any textures that have alpha channels will have transparency in LOD, even if it is not enabled with an alpha property in the nif.
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** The diffuse textures can be compressed to BC1 without a loss of transparency gradients.
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** Keep in mind, as always, that transparency is very resource intensive, and should be used carefully.
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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.
  

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