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editor: multiple fixes & improvements related to LODs #556

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@Fernando-A-Rocha Fernando-A-Rocha commented Oct 11, 2024

Status: draft as I think of better alternative solution to LOD model ID fetching for object models

  • editor_main: Makes useLODs setting enabled by default. It's a feature that the game uses for world objects, there is no reason to disable it for new maps.
  • editor_main: Modernizes the map scripting extensions script: gets rid of the clientside engineSetModelLODDistance to 300, which did not make sense. Let's keep the default model LOD distances.
  • editor_main: Adds missing LOD models to the table. Rockstar hid these object=>lod associations in binary IPL files. Fixes editor: LOD_MAP table is missing some LOD models #555
  • edf & editor_main: Fixes LOD models not creating for objects during mapping

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Fernando-A-Rocha commented Oct 11, 2024

Why would maps have useLODs disabled by default?????
It's literally a game feature that should be enabled automatically for maps imo.

image

@Fernando-A-Rocha Fernando-A-Rocha changed the title Fix map editor LOD_MAP table editor: fix missing models in LOD_MAP table Oct 11, 2024
@Fernando-A-Rocha Fernando-A-Rocha changed the title editor: fix missing models in LOD_MAP table editor: fix missing models in LOD_MAP table, make useLODs enabled by default & more Oct 11, 2024
@Fernando-A-Rocha Fernando-A-Rocha marked this pull request as draft October 11, 2024 11:46
@Fernando-A-Rocha Fernando-A-Rocha changed the title editor: fix missing models in LOD_MAP table, make useLODs enabled by default & more editor: multiple fixes & improvements related to LODs Oct 11, 2024
@Fernando-A-Rocha Fernando-A-Rocha marked this pull request as ready for review October 11, 2024 12:32
@Fernando-A-Rocha
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Tested!
Ready for review, im satisfied with the result

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Fernando-A-Rocha commented Oct 11, 2024

New maps will look like this

This script's purpose is to make removeWorldObject map entries and LODs work

image

@chris1384
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I don't think that useLODs should be a good idea to be true as default, since most players are not aware of what LODs do in the first place.
And this may affect players with low-end PCs.
Other than that, seems like a good refactor overall.

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Fernando-A-Rocha commented Oct 11, 2024

The LOD object model only loads when the object becomes far away, replacing the normal object (or so it should). I doubt it's bad in terms of performance...

I know me and many MTA players have always hated seeing objects disappear at a low distance, due to the lack of LOD loaded because the script only did createObject once without assigning any LOD... It's especially frustrating and immersion-breaking in the map editor while you're mapping to see these objects disappear.

addEventHandler("onResourceStart", resourceRoot, onResourceStartOrStop, false)
addEventHandler("onResourceStop", resourceRoot, onResourceStartOrStop, false)

-- MTA LOD Table [object] = [lodmodel]]
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Needs one more closing ] at the end, two to close the multi-line string and one to encapsulate 'lodmodel' in the final file

-- MTA LOD Table [object] = [lodmodel]]]

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Actually, keep this on hold.
I'm gonna make a mtasa-blue function to return the new LOD_TABLE :-) It will be useful to have this in MTA itself

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editor: LOD_MAP table is missing some LOD models
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