EngineSetModelLODDistance: Difference between revisions

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{{Client function}}
{{Client function}}
__NOTOC__
__NOTOC__
This function sets a custom LOD distance for any object / model ID. LOD distance is basically the same as draw distance. Objects with high LOD value can be seen from great distances.
This function sets a custom LOD distance for any object / model ID. This is the distance at which objects of that model ID are switched to their LOD model, or (if there is no LOD model) become invisible.


'''Note:''' the MTA streamer deletes objects that are further than 500 units away, regardless of LOD distance.
'''Notes:'''
The actual draw distance used is modified by the draw distance slider in the settings 'Video' tab of the MTA client.
 
*When the 'Video' tab draw distance slider is 0%, the engineSetModelLODDistance setting approximately matches the draw distance used.
:''e.g. engineSetModelLODDistance(1337,100) will mean model 1337 will be visible up to a distance of '''100''' units.''
 
*When the 'Video' tab draw distance slider is 100%, the engineSetModelLODDistance setting is approximately doubled before use.
:''e.g. engineSetModelLODDistance(1337,100) will mean model 1337 will be visible up to a distance of '''200''' units.''
 
However, there is a general draw distance limit of 300 units. So engineSetModelLODDistance(1337,400) will mean model 1337 will be visible up to a distance of 300 units no matter what the 'Video' tab says.
 
Therefore, unless it's really important, engineSetModelLODDistance should not be set to anything greater than 170.<br>
170 will still give the maximum draw distance (of 300 units) on clients that have a 'Video' tab draw distance setting of 100%, and it will help reduce lag for players who chose a lower draw distance in their settings.
 
{{New feature/item|3.0120|1.2||
For low LOD elements, engineSetModelLODDistance still has a limit of 300 units, but the actual draw distance used is 5 times the setting value. Also, low LOD elements ignore the 'Video' tab draw distance slider. So a setting of 200 will mean a low LOD element will always have a draw distance of '''1000''' units.
}}


==Syntax==  
==Syntax==  
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
bool engineSetModelLODDistance ( int model, float distance )  
bool engineSetModelLODDistance ( int model, float distance [, bool extendedLod = false ] )  
</syntaxhighlight>  
</syntaxhighlight>  
 
{{OOP||Engine.setModelLODDistance}}
===Required Arguments===  
===Required Arguments===  
*'''model:''' The model / object ID number you want to change the LOD distance of.
*'''model:''' The model / object ID number you want to change the LOD distance of.
*'''distance:''' New LOD distance value in San Andreas units.
*'''distance:''' New LOD distance value in San Andreas units.
===Optional Arguments===
{{OptionalArg}}
{{New feature/item|3.0161|1.6.0|22676|
*'''extendedLod:''' Allows to set a greater distance than the current 325 units.
}}


===Returns===
===Returns===
Line 18: Line 40:


==Example==  
==Example==  
<section name="Client" class="client" show="true">
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
-- TODO
-- Cause massive lag by maxing out draw distance of all objects
 
local objectsTable = getElementsByType("object")
 
for i = 1, #objectsTable do
local objectElement = objectsTable[i]
local objectModel = getElementModel(objectElement)
 
engineSetModelLODDistance(objectModel, 300) -- Set maximum draw distance
end
</syntaxhighlight>
 
This example will, besides replacing with custom map objects, also set the LOD distance accordingly, a neccesary step (otherwise the object could seem to fail loading and only show up 1 feet away)
<syntaxhighlight lang="lua">
function replaceObjects()
 
local col1 = engineLoadCOL("map1.col")
local col2 = engineLoadCOL("map2.col")
 
local txd = engineLoadTXD("map.txd")
engineImportTXD(txd, 2357)
engineImportTXD(txd, 2290)
 
local dff1 = engineLoadDFF("map1.dff")
local dff2 = engineLoadDFF("map2.dff")
 
engineReplaceCOL(col1, 2357)
engineReplaceCOL(col2, 2290)
engineReplaceModel(dff1, 2357)
engineReplaceModel(dff2, 2290)
 
engineSetModelLODDistance(2357, 2000)
engineSetModelLODDistance(2290, 2000)
end
</syntaxhighlight>
</syntaxhighlight>
</section>


==Changelog==
{{ChangelogHeader}}
{{ChangelogItem|1.6.0-9.22676|Added extendedLod argument}}


==See Also==
==See Also==
* [[getVehiclesLODDistance]]
* [[resetVehiclesLODDistance]]
* [[setVehiclesLODDistance]]
{{Engine_functions}}
{{Engine_functions}}

Latest revision as of 08:12, 15 October 2024

This function sets a custom LOD distance for any object / model ID. This is the distance at which objects of that model ID are switched to their LOD model, or (if there is no LOD model) become invisible.

Notes: The actual draw distance used is modified by the draw distance slider in the settings 'Video' tab of the MTA client.

  • When the 'Video' tab draw distance slider is 0%, the engineSetModelLODDistance setting approximately matches the draw distance used.
e.g. engineSetModelLODDistance(1337,100) will mean model 1337 will be visible up to a distance of 100 units.
  • When the 'Video' tab draw distance slider is 100%, the engineSetModelLODDistance setting is approximately doubled before use.
e.g. engineSetModelLODDistance(1337,100) will mean model 1337 will be visible up to a distance of 200 units.

However, there is a general draw distance limit of 300 units. So engineSetModelLODDistance(1337,400) will mean model 1337 will be visible up to a distance of 300 units no matter what the 'Video' tab says.

Therefore, unless it's really important, engineSetModelLODDistance should not be set to anything greater than 170.
170 will still give the maximum draw distance (of 300 units) on clients that have a 'Video' tab draw distance setting of 100%, and it will help reduce lag for players who chose a lower draw distance in their settings.

For low LOD elements, engineSetModelLODDistance still has a limit of 300 units, but the actual draw distance used is 5 times the setting value. Also, low LOD elements ignore the 'Video' tab draw distance slider. So a setting of 200 will mean a low LOD element will always have a draw distance of 1000 units.

Syntax

bool engineSetModelLODDistance ( int model, float distance [, bool extendedLod = false ] ) 

OOP Syntax Help! I don't understand this!

Method: Engine.setModelLODDistance(...)


Required Arguments

  • model: The model / object ID number you want to change the LOD distance of.
  • distance: New LOD distance value in San Andreas units.

Optional Arguments

NOTE: When using optional arguments, you might need to supply all arguments before the one you wish to use. For more information on optional arguments, see optional arguments.

ADDED/UPDATED IN VERSION 1.6.0 r22676:
  • extendedLod: Allows to set a greater distance than the current 325 units.

Returns

Returns true if the function executed succesfully, false otherwise.

Example

-- Cause massive lag by maxing out draw distance of all objects

local objectsTable = getElementsByType("object")

for i = 1, #objectsTable do
	local objectElement = objectsTable[i]
	local objectModel = getElementModel(objectElement)

	engineSetModelLODDistance(objectModel, 300) -- Set maximum draw distance
end

This example will, besides replacing with custom map objects, also set the LOD distance accordingly, a neccesary step (otherwise the object could seem to fail loading and only show up 1 feet away)

function replaceObjects()

	local col1 = engineLoadCOL("map1.col")
	local col2 = engineLoadCOL("map2.col")

	local txd = engineLoadTXD("map.txd")
	engineImportTXD(txd, 2357)
	engineImportTXD(txd, 2290)

	local dff1 = engineLoadDFF("map1.dff")
	local dff2 = engineLoadDFF("map2.dff")

	engineReplaceCOL(col1, 2357)
	engineReplaceCOL(col2, 2290)
	engineReplaceModel(dff1, 2357)
	engineReplaceModel(dff2, 2290)

	engineSetModelLODDistance(2357, 2000)
	engineSetModelLODDistance(2290, 2000)
end

Changelog

Version Description
1.6.0-9.22676 Added extendedLod argument

See Also