Editing Arcane University:LOD Model Creation

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==CK implementation==
 
==CK implementation==
For your object to have LOD, you must assign the LOD meshes to the static form. On this form, check the "Has Distant LOD" box, and use the button that is now enabled to open a window where you can assign meshes for each level of LOD. You can assign the same model for all levels, or a different one for each. Or, you could assign a model to just one or two levels, which is useful for medium-sized architecture.
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For your object to have LOD, you must assign the LOD meshes to the static form. On this form, check the "Has Distant LOD" box, and use the button that is now enabled to open a window where you can assign meshes for each level of LOD. You can assign the same model for all levels, or a different one for each. Or, you could assign a model to just one or two levels, which is useful for medium-sized architecture. If your mod simply adds new buildings or mountains, you're done!
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If you are creating a new worldspace or a total conversion mod, it's time for [[AU:LOD Generation|LOD Generation]]!
 
{{note|Using xEdit, it is possible to assign LOD models without enabling the "Has Distant LOD" flag. The LOD will not be used unless the flag is on!}}
 
{{note|Using xEdit, it is possible to assign LOD models without enabling the "Has Distant LOD" flag. The LOD will not be used unless the flag is on!}}
If your mod simply adds new buildings or mountains, you're done! If you are creating a new worldspace or a total conversion mod, it's time for [[AU:LOD Generation|LOD Generation]].
 
  
 
==See also==
 
==See also==
 
*[[AU:LOD Generation|LOD Generation]]
 
*[[AU:LOD Generation|LOD Generation]]
 
*[[wikipedia:Level of detail (computer graphics)|LOD]] on Wikipedia
 
*[[wikipedia:Level of detail (computer graphics)|LOD]] on Wikipedia

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