19,496
edits
(→Variants, geometry, health, etc.: explained apparent reasoning on choice of modifier name in game data) |
m (→LODConstants: formatting) |
||
Line 183: | Line 183: | ||
| <Float> | | <Float> | ||
| float | | float | ||
| Always 193,600 ( | | Always 193,600 (440²). Threshold for Super-Low LOD. If the camera is more than 440 world units (147ft or 44m) from a character, this LOD is selected. | ||
|- | |- | ||
| <Float> | | <Float> | ||
| float | | float | ||
| Always 48,400 ( | | Always 48,400 (220²). Threshold for Low LOD. If the camera is more than 220 wu (73ft or 22m) from a character, this LOD is selected. | ||
|- | |- | ||
| <Float> | | <Float> | ||
| float | | float | ||
| Always 12,100 ( | | Always 12,100 (110²). Threshold for Medium LOD. If the camera is more than 110 wu (37ft or 11m) from a character, this LOD is selected. | ||
|- | |- | ||
| <Float> | | <Float> | ||
| float | | float | ||
| Always 0. This means that the High LOD will always be selected if the camera is | | Always 0. This means that the High LOD will always be selected if the camera is 110 wu or less from a character. | ||
|- | |- | ||
| <Float> | | <Float> | ||
Line 202: | Line 202: | ||
|} | |} | ||
After the above distance-from-camera filter is applied, Oni performs additional calculations which could end up raising or lowering the LOD for this character. See | After the above distance-from-camera filter is applied, Oni performs additional calculations which could end up raising or lowering the LOD for this character. See {{SectionLink|Graphics|LOD}} for the details of the logic. | ||
==<HurtSoundConstants>== | ==<HurtSoundConstants>== |