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Opcode 0x827 Explanation


TheSmoo
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Could someone give me an explanation for how Opcode 0x827 works, SASCM states:

 

0827=2,set_object %1d% assign_to_lod_object %2d%

 

But what is a LOD Object exacty? a modelid?

 

EDIT: Sorry wrong section, can a mod move this to Mission Coding

Edited by TheSmoo
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Based on what limited knowledge I have about opcodes, I can provide you some help.

 

I think this opcode assigns one model to another (the LOD model). This means that one object is virtually "connected" to another. Oh and bte, an LOD object is a "Long-distance" object. You can see certain objects from miles away, while some are only visible from a smaller distance (usually 300 units, don't know what units R* used...). Since LOD objects aren't solid, you will pass straight through them. That's why R* kept using normal models too. The LOD's are linked to the normal models, to make it look more realistic...

 

PLEASE NOTE:: I am not wure whether I am 100% right!! So please don't fully rely on my reply...

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Doomed_Space_Marine

LOD means level of detail. If the model is far, it becomes less detailed because we don't need good quality then, so there will be less difference

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0827=2,set_object %1d% assign_to_lod_object %2d%

 

But what is a LOD Object exacty? a modelid?

Hmm...I'm not really sure..I think you ain't want an LOD-Object discription, but what param 2 needs to work.

It's a var of an allready created obj...

 

029B: $2723 = init_object #TWRCRANE_M_01 at -2080.441  256.007  99.408 ...029B: $2726 = init_object #LODCRANE_M_01 at $73 $74 $75 ...0827: assign_object $2723 to_lod_object $2726

 

[org. main.scm snippet]

 

Greetz!

[my english is really bad today/tonite...sorry]

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From my understanding the LOD Object is just an object like any other, only the game makes it viewable from far away, and not tangible when getting into a certain radius of it, by replacing it with the other object that isn't a LOD, I would show you an example but oCain beat me to it.

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