Hi Arno,
I used the IfVSize like in the old librarys but dont really understand it.
I know how important it is to use LOD's in models.
I had the lods showing in modelconverter x after manual editing but not in the game ( I haven't a clue).
Where the sticky out toung appears it is the letter p the coding is beyond my control.
.IfVSize( :L001209 20 1 )
IfVSize( :L001223 12 1 )
Jump32( :L0014ED )
Model 1
;macrodesc lod (EOD)
;defaultscale 1
;textures br_apt1w.bmp
;designshape -5,-4,-5,3,5,3,5,-4
;--------------------------------------------
; Filename: lod.api
; Directory: \Program Files\EOD\
; Project:
; Designer:
; Date: 2012-07-30
; Update: 2012-07-30
; Credits:
; Macro generated using EOD 2.2.85
; Any commercial distribution or use of this file is prohibited
;--------------------------------------------
; %1 = Latitude
; %2 = Longtitude
; %4 = Scale
; %5 = Rotation
; %6 = Not Used
; %7 = Not Used
; %8 = Not Used
; %9 = Not Used
; %10 = Visibility range
; %11 = Altitude
; %12 = Detail level
; 48 = Radial visibility range (x 1.5)
; %15 = User defined
Area( B %1 %2 22 )
mif( %12 )
IfVarRange( : 0346 %12 5 )
mifend
PerspectiveCall(

os )
ShadowCall(

os )
Jump( : )

os
mif( %11 )
RefPoint( 2 :End %4 %1 %2 v1= %10 E= %11 )
melse
RefPoint( 7 :End %4 %1 %2 v1= %10 )
mifend
mif( %5 )
RotatedCall( :Begin 0 0 %5 )
melse
Call( :Begin )
mifend
:End
Return
:Begin
VectorJump( :West 32767 0 0 0 )
VectorJump( :SouthEast 0 0 32767 0 )
:NorthEast
Call(

art000 ) ;
Return
:SouthEast
Call(

art000 ) ;
Return
:West
VectorJump( :SouthWest 0 0 32767 0 )
:NorthWest
Call(

art000 ) ;
Return
:SouthWest
Call(

art000 ) ;
Return
;-------

art000
; cube - Cube 1
Points( 0
-20 0 -14 ; 0
20 0 -14 ; 1
20 0 14 ; 2
-20 0 14 ; 3
-20 20 -14 ; 4
20 20 -14 ; 5
20 20 14 ; 6
-20 20 14 ; 7
)
LoadBitmap( 0 6 EF 0 0 0 "br_apt1w.bmp" )
TexPoly( 0 0 -32767 14 0 0 0 4 0 255 5 254 255 1 254 0 ) ;Front
TexPoly( 0 0 32767 14 2 0 0 6 0 255 7 254 255 3 254 0 ) ;Back
TexPoly( -32767 0 0 20 3 0 0 7 0 255 4 254 255 0 254 0 ) ;Left
TexPoly( 32767 0 0 20 1 0 0 5 0 255 6 254 255 2 254 0 ) ;Right
TexPoly( 0 32767 0 20 4 0 0 7 0 255 6 254 255 5 254 0 ) ;Top
Return
EndA
Model2
;macrodesc lod2 (EOD)
;defaultscale 1
;textures grass.bmp
;designshape -16,-16,-16,16,16,16,16,-16
;--------------------------------------------
; Filename: lod2.api
; Directory: \Program Files\EOD\
; Project:
; Designer:
; Date: 2012-07-30
; Update: 2012-07-30
; Credits:
; Macro generated using EOD 2.2.85
; Any commercial distribution or use of this file is prohibited
;--------------------------------------------
; %1 = Latitude
; %2 = Longtitude
; %4 = Scale
; %5 = Rotation
; %6 = Not Used
; %7 = Not Used
; %8 = Not Used
; %9 = Not Used
; %10 = Visibility range
; %11 = Altitude
; %12 = Detail level
; 164 = Radial visibility range (x 1.5)
; %15 = User defined
Area( B %1 %2 22 )
mif( %12 )
IfVarRange( : 0346 %12 5 )
mifend
PerspectiveCall(

os )
ShadowCall(

os )
Jump( : )

os
mif( %11 )
RefPoint( 2 :End %4 %1 %2 v1= %10 E= %11 )
melse
RefPoint( 7 :End %4 %1 %2 v1= %10 )
mifend
mif( %5 )
RotatedCall( :Begin 0 0 %5 )
melse
Call( :Begin )
mifend
:End
Return
:Begin
VectorJump( :West 32767 0 0 0 )
VectorJump( :SouthEast 0 0 32767 0 )
:NorthEast
Call(

art000 ) ;
Return
:SouthEast
Call(

art000 ) ;
Return
:West
VectorJump( :SouthWest 0 0 32767 0 )
:NorthWest
Call(

art000 ) ;
Return
:SouthWest
Call(

art000 ) ;
Return
;-------

art000
; roof2 - Roof2 1
Points( 0
-64 0 -64 ; 0
64 0 -64 ; 1
64 0 64 ; 2
-64 0 64 ; 3
0 60 0 ; 4
)
LoadBitmap( 0 6 EF 0 0 0 "grass.bmp" )
TexPoly( 0 23905 -22411 43.772 0 0 0 4 127 255 1 254 0 ) ;Front
TexPoly( 0 23905 22411 43.772 2 0 0 4 127 255 3 254 0 ) ;Back
TexPoly( -22411 23905 0 43.772 3 0 0 4 127 255 0 254 0 ) ;Left
TexPoly( 22411 23905 0 43.772 1 0 0 4 127 255 2 254 0 ) ;Right
Return
EndA
Model3
;macrodesc lod2 (EOD)
;defaultscale 1
;textures grass.bmp
;designshape -16,-16,-16,16,16,16,16,-16
;--------------------------------------------
; Filename: lod2.api
; Directory: \Program Files\EOD\
; Project:
; Designer:
; Date: 2012-07-30
; Update: 2012-07-30
; Credits:
; Macro generated using EOD 2.2.85
; Any commercial distribution or use of this file is prohibited
;--------------------------------------------
; %1 = Latitude
; %2 = Longtitude
; %4 = Scale
; %5 = Rotation
; %6 = Not Used
; %7 = Not Used
; %8 = Not Used
; %9 = Not Used
; %10 = Visibility range
; %11 = Altitude
; %12 = Detail level
; 164 = Radial visibility range (x 1.5)
; %15 = User defined
Area( B %1 %2 22 )
mif( %12 )
IfVarRange( : 0346 %12 5 )
mifend
PerspectiveCall(

os )
ShadowCall(

os )
Jump( : )

os
mif( %11 )
RefPoint( 2 :End %4 %1 %2 v1= %10 E= %11 )
melse
RefPoint( 7 :End %4 %1 %2 v1= %10 )
mifend
mif( %5 )
RotatedCall( :Begin 0 0 %5 )
melse
Call( :Begin )
mifend
:End
Return
:Begin
VectorJump( :West 32767 0 0 0 )
VectorJump( :SouthEast 0 0 32767 0 )
:NorthEast
Call(

art000 ) ;
Return
:SouthEast
Call(

art000 ) ;
Return
:West
VectorJump( :SouthWest 0 0 32767 0 )
:NorthWest
Call(

art000 ) ;
Return
:SouthWest
Call(

art000 ) ;
Return
;-------

art000
; roof2 - Roof2 1
Points( 0
-64 0 -64 ; 0
64 0 -64 ; 1
64 0 64 ; 2
-64 0 64 ; 3
0 60 0 ; 4
)
LoadBitmap( 0 6 EF 0 0 0 "grass.bmp" )
TexPoly( 0 23905 -22411 43.772 0 0 0 4 127 255 1 254 0 ) ;Front
TexPoly( 0 23905 22411 43.772 2 0 0 4 127 255 3 254 0 ) ;Back
TexPoly( -22411 23905 0 43.772 3 0 0 4 127 255 0 254 0 ) ;Left
TexPoly( 22411 23905 0 43.772 1 0 0 4 127 255 2 254 0 ) ;Right
Return
EndA
I would like to put the information on how to do this in the cfs2 magazine I produce found at,
http://www.thefreeflightsite.com/CFS2_Magazine.htm