[UT200X]-Skinning : LOD Settings For UT200X

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klasnic

ra ra rat Putin!
Jan 24, 2004
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Waterford, Ireland
For LOD Settings info for UT, click here

A brief explanation of LOD, what it is and why it's important;

LOD is the Level Of Detail UT200X uses on a texture in a map, on a weapon texture or whatever. If you want your skin to display the way it's meant to be displayed going by Texture Detail/Character Detail in UT200X-Settings, then you need to change a few things in your skin's texture package to do this.

By default, in UT200X, new textures when imported into a texture file are assigned LODSET_World by UnrealEd. This is okay if the textures used are for a map but this needs to be changed for a skin to display the same way the default ones display. Setting your character detail to highest will have no effect if your skin textures are set to LODSET_World.

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To change the LOD for your skin, open the texture file in UnrealEd;

---------- BODY ----------

Right click the Body texture and click the + to the left of Texture;

Click to the right of LODSET_World and you'll get a drop down list. Click on LODSET_PlayerSkin and close the window.

---------- HEAD ----------

Right click the Head texture and click the + to the left of Texture;

Click to the right of LODSET_World and you'll get a drop down list. Click on LODSET_PlayerSkin and close the window.

---------- PORTRAIT ----------

Right click the Portrait texture and click the + to the left of Texture;

Click to the right of LODSET_World and you'll get a drop down list. Click on LODSET_Interface and close the window.

Save your texture file, overwriting the original.

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Easy enough and now everything should display properly. I was always lead to believe this is a choice and not mandatory but better to be safe than sorry ;)
 

klasnic

ra ra rat Putin!
Jan 24, 2004
3,210
1
38
9
Waterford, Ireland
Another setting I overlooked is the NormalLOD= setting. I have to verify what it normally is but it seems to be 1 for the body and 2 for the head. This has to do with the detail rendering as a model/skin moves into the distance afaik.
 
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