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Standalone View
binaries/data/mods/public/art/actors/props/units/heads/new/head_hele_b.xml
<?xml version="1.0" encoding="UTF-8" standalone="no" ?> | <?xml version="1.0" encoding="UTF-8" standalone="no" ?> | ||||
<qualitylevels> | |||||
<actor version="1" maxquality="low"> | |||||
vladislavbelov: It means for each quality an actor will have own list of LODs? | |||||
Done Inline ActionsWell, it doesn't have to. Actors automatically benefit from their prop's quality levels, so the <castshadow/> removal for example can be done in the props and used everywhere. Then we could also have automatic model simplification texture size reduction, variance reduction without the 'actor quality' setup, which is more intended to be a more qualitative change (e.g. I remove the headband prop in archers, which just isn't that useful). That being said, yes my LOD implementation just switched to a lower/higher quality level dynamically, but we could do other things, I don't think these are orthogonal. If your question is "how do we ensure that there are not too many quality levels", then the answer is that the code throws errors if you have too many. wraitii: Well, it doesn't //have// to. Actors automatically benefit from their prop's quality levels, so… | |||||
Not Done Inline ActionsI mean that I'd like to have LOD offset depends on quality to have less duplications in actor names. vladislavbelov: I mean that I'd like to have LOD offset depends on quality to have less duplications in actor… | |||||
Done Inline ActionsAh yes, then I think "that's the plan". wraitii: Ah yes, then I think "that's the plan". | |||||
<group> | |||||
<variant frequency="1" name="mesh"> | |||||
<mesh>props/new/dude_head.dae</mesh> | |||||
</variant> | |||||
</group> | |||||
<group> | |||||
<variant frequency="1" name="face-shaven"> | |||||
<textures><texture file="props/head/hele_b.dds" name="baseTex"/></textures> | |||||
</variant> | |||||
<variant frequency="1" name="face-generic"> | |||||
<textures><texture file="props/head/generic_a.dds" name="baseTex"/></textures> | |||||
</variant> | |||||
</group> | |||||
<group> | |||||
<variant frequency="1" name="hair-brown"> | |||||
<color>255 205 125</color> | |||||
</variant> | |||||
<variant frequency="1" name="hair-brown black"> | |||||
<color>153 145 129</color> | |||||
</variant> | |||||
<variant frequency="1" name="hair-black"> | |||||
<color>8 8 8</color> | |||||
</variant> | |||||
<variant frequency="1" name="hair-red"> | |||||
<color>250 130 78</color> | |||||
</variant> | |||||
</group> | |||||
<material>objectcolor.xml</material> | |||||
</actor> | |||||
<actor version="1"> | <actor version="1"> | ||||
<castshadow/> | <castshadow/> | ||||
<group> | <group> | ||||
<variant frequency="1" name="mesh"> | <variant frequency="1" name="mesh"> | ||||
<mesh>props/new/dude_head.dae</mesh> | <mesh>props/new/dude_head.dae</mesh> | ||||
</variant> | </variant> | ||||
</group> | </group> | ||||
<group> | <group> | ||||
<variant frequency="1" name="face-young"> | <variant frequency="1" name="face-young"> | ||||
<textures><texture file="props/head/hele_a.dds" name="baseTex"/></textures> | <textures><texture file="props/head/hele_a.dds" name="baseTex"/></textures> | ||||
</variant> | </variant> | ||||
<variant frequency="1" name="face-shaven"> | <variant frequency="1" name="face-shaven"> | ||||
<textures><texture file="props/head/hele_b.dds" name="baseTex"/></textures> | <textures><texture file="props/head/hele_b.dds" name="baseTex"/></textures> | ||||
</variant> | </variant> | ||||
<variant frequency="1" name="face-whiskers"> | <variant frequency="1" name="face-whiskers"> | ||||
<textures><texture file="props/head/hele_h.dds" name="baseTex"/></textures> | <textures><texture file="props/head/hele_h.dds" name="baseTex"/></textures> | ||||
</variant> | </variant> | ||||
<variant frequency="1" name="face-grit-teeth"> | <variant frequency="1" name="face-grit-teeth"> | ||||
<textures><texture file="props/head/hele_i.dds" name="baseTex"/></textures> | <textures><texture file="props/head/hele_i.dds" name="baseTex"/></textures> | ||||
</variant> | </variant> | ||||
<variant frequency="1" name="face-generic"> | <variant frequency="1" name="face-generic"> | ||||
<textures><texture file="props/head/generic_a.dds" name="baseTex"/></textures> | <textures><texture file="props/head/generic_a.dds" name="baseTex"/></textures> | ||||
</variant> | </variant> | ||||
</group> | </group> | ||||
<group> | <group> | ||||
<variant frequency="1" name="hair-dark brown"> | <variant frequency="1" name="hair-dark brown"> | ||||
<color>184 151 98</color> | <color>184 151 98</color> | ||||
</variant> | </variant> | ||||
<variant frequency="1" name="hair-brown"> | <variant frequency="1" name="hair-brown"> | ||||
<color>255 205 125</color> | <color>255 205 125</color> | ||||
</variant> | </variant> | ||||
<variant frequency="1" name="hair-brown black"> | <variant frequency="1" name="hair-brown black"> | ||||
<color>153 145 129</color> | <color>153 145 129</color> | ||||
</variant> | </variant> | ||||
<variant frequency="1" name="hair-blue black"> | <variant frequency="1" name="hair-blue black"> | ||||
<color>129 152 153</color> | <color>129 152 153</color> | ||||
</variant> | </variant> | ||||
<variant frequency="1" name="hair-black"> | <variant frequency="1" name="hair-black"> | ||||
<color>8 8 8</color> | <color>8 8 8</color> | ||||
</variant> | </variant> | ||||
<variant frequency="1" name="hair-red"> | <variant frequency="1" name="hair-red"> | ||||
<color>250 130 78</color> | <color>250 130 78</color> | ||||
</variant> | </variant> | ||||
</group> | </group> | ||||
<material>objectcolor.xml</material> | <material>objectcolor.xml</material> | ||||
</actor> | </actor> | ||||
</qualitylevels> |
It means for each quality an actor will have own list of LODs?