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P3D Blender LODs

spotlope

FSDevConf team
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portugal
Has anyone had luck exporting a model that uses LODs to Prepar3D v.3.3? I'm working on some grass that I've LOD'd in FSX with no problem, but when I export the same model to P3D, the LODs don't work at all. I attached huge red, yellow, and green balloons to my various grass patches that switch out with each LOD just as an indicator, but the highest level is all that ever shows in P3D.

I created them by following the instructions in the Blender2FSX toolset manual; each successive model is attached as a child to an empty named, for instance, grass_line_02_LOD_400, grass_line_02_LOD_200 and so forth, and exported using "export animations" to make sure that drawcall batching isn't used, but LODs instead. MCX shows the LODs correctly, so I'm pretty sure the compiling to MDL worked as expected.
 
Hi,

sorry can not help you,
I have not done LOD Blender

I'll try to P3D
good luck

cheers
 
Last edited:
it works very well in FSX and P3D v3 compiling with
fsx2blender

I get errors when I do that with Blender2P3D export
I'll try again.

And you is what Blender2fsx (LOD) runs under P3D v3?
 
I am using Blender 2.78 with the Blender2P3Dv3_v014 tool set. I can export LODs to FSX fine, but when I try doing the same technique in P3D 3.4, the LODs never switch from the highest version, no matter how far away I get from the model.
 
Hi Bill,
I think you are right, there seems to be a problem in v3. Can't say if it's the exporter or v3 itself. The same models in v2 and fsx are working fine.

Daniel
 
Finally, I found a little more info! In doing some browsing through the P3D SDK this morning, I noticed there was a utility in the Max toolset that auto-renames the LOD nodes to the same name as the file. Previously, I had been making sure to sync the node names with the friendly name, which was not necessarily the same as the file name. I tried renaming a test object with nodes/filename parity, and it seems to work in P3D 3.4. Partially. That is, when viewing a placed model in Instant Scenery 3, the LODs swap out as expected. Once the sim has been reloaded and the placed object is being read as a simple scenery BGL, the nodes cease working. Based on what I know about IS, it's possible that LODs now only work for simobjects, and not for static scenery BGLs. I'd be interested to hear anyone else's take on this.
 
Finally, I found a little more info! In doing some browsing through the P3D SDK this morning, I noticed there was a utility in the Max toolset that auto-renames the LOD nodes to the same name as the file. Previously, I had been making sure to sync the node names with the friendly name, which was not necessarily the same as the file name. I tried renaming a test object with nodes/filename parity, and it seems to work in P3D 3.4. Partially. That is, when viewing a placed model in Instant Scenery 3, the LODs swap out as expected. Once the sim has been reloaded and the placed object is being read as a simple scenery BGL, the nodes cease working. Based on what I know about IS, it's possible that LODs now only work for simobjects, and not for static scenery BGLs. I'd be interested to hear anyone else's take on this.

Hi spotlope!

If a static scenery item will not work with LOD's in P3d; did you try making a transparent animation for each LOD and see if that works?

Thanks, Kris
 
Hi spotlope!

If a static scenery item will not work with LOD's in P3d; did you try making a transparent animation for each LOD and see if that works?

Thanks, Kris

I haven't tried that, no. I can confirm that the LODs are working P3D3 as long as I create a simobject for the items in question, though. So that's something.
 
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