Bean666 Posted April 14, 2021 Share Posted April 14, 2021 (edited) buildingSF = createObject(9900, -1055.4000244141, 1298.1999511719, 59, 0, 0, 0) local x, y, z = getElementPosition(buildingSF) objLowLOD = createObject ( 5154, x,y,z,0,0,0,true ) setLowLODElement ( buildingSF, objLowLOD ) engineSetModelLODDistance ( 5154, 300 ) tried this example from the wiki, but it doesn't work, only the lowlod object is visible from afar, anyone knows how to be able to see created buildings from afar? EDIT: fixed, i missed the bool: isLowLod. setLowLODElement is no longer necessary. EDIT #2: Also, im wondering if converting .map files to lua files are safe and won't cause any lags? im refering to Patrick's converter, since i might consider replacing some of my map files to lua ones. Edited April 14, 2021 by Bean666 Link to comment
Moderators Patrick Posted April 15, 2021 Moderators Share Posted April 15, 2021 20 hours ago, Bean666 said: EDIT #2: Also, im wondering if converting .map files to lua files are safe and won't cause any lags? im refering to Patrick's converter, since i might consider replacing some of my map files to lua ones. I never tested it, but I don't think it would make any big difference. But unnecesarry to convert it, except if you want to do something with elements, etc... 1 Link to comment
Moderators IIYAMA Posted April 15, 2021 Moderators Share Posted April 15, 2021 It can be an issue with very large maps. Loading a map outside of Lua is faster as it eliminates calls between Lua and C/C++. When I created the draw-distance resource, it created some issues when generating lowLOD objects all at once. This is of course clientside, but I guess a server wouldn't like it either. (Not sure if the Lua map implementation uses coroutines, but that would add some complexity for the external scripting implementations) Link to comment
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