There are no
negative Levels Of Detail, in the same way we only ever count the eggs in a carton, as opposed to the ones taken. Higher numbers, correspond to higher detail and the ratio can be loosely defined, to be the size of the object on the monitor. Typically, they start at 100; 100 being the
highest detail and for high quality models, I have seen as high as LOD 800, for the PMDG Queen of the Skies. You mention MCX, which automatically creates LOD's in the proper intervals, starting at 100 and you can see that the LOD Creator starts with high LOD and high numbers of polygons and that each iteration has a lower LOD and fewer polygons, but I don't see that you've expressed why you have
reversed that scale.
LOD0.gltf is the full object, LOD1.gltf is reduced in vertices and LOD2.gltf is empty, and they appear properly in MCX.
Nor has it been made clear why an empty level of detail is necessary, that is a zero, zilch,
nothing level of detail. I know that people deploy empty LOD's in FSX to get effects, or clouds to render properly, but MCX is only a GUI and the fact that it will store and display LOD level parameters, that are not recognized by the simulator, is no indication of their validity and finally, another misplaced indication of validity:
If the last reference in the object's .xml file that was generated by MCX is changed from the LOD2.gltf to LOD0.gltf the object appears in MSFS. LOD0.gltf is the full object, LOD1.gltf is reduced in vertices and LOD2.gltf is empty, and they appear properly in MCX
OK, if a LOD is "empty," then to appear "properly" in MCX, it would be invisible. So MCX is displaying evidence of an object that you have defined to be invisible and what do you know, you take the empty LOD2.glTF and replace it with the full model LOD0.glTF - and now it is
visible in the sim, just as one would expect.