View Full Version : Disable lower polycount on distance
Das...Oppollum
9th June 2003, 03:58
Well ive just done a simple head model recognition for a coloured model hack based on checking the count in glDrawElements..was very simple and works well on around 2 meters distance, but when the models are farer away this ****ing shit has a lower count... :dead:
is there a way to disable this ordo i have to use other recognition methods here?
Kid Buu
9th June 2003, 09:11
You would have to use a differnt method unless you know the exact amount of polys it draws at a larger distance. if you can find the adresses of the models you wont have this problem.
PAS3I2
9th June 2003, 14:17
addresses are alot more general though. in MOHAA, we use cvars to control poly count lodbias, lodcap and something else i cant remember, set to max. I dunno if theres something liek that for RTCW though, nor if it would solve your problem
Kid Buu
9th June 2003, 20:01
we do have "r_lodscale" its a lod scale that artificially distorts the rate at which polygons drop away from characters. that should work.
Das...Oppollum
9th June 2003, 21:34
thx for your answers!
unfortunately this "r_lodscale" is cheat protected, dunno if hex editing will work, ill try that later
I also looked for the return addresses now and this is really working kinda good, but you have to filter out some unwanted stuff too..like explosians and some other stuff that are not player models.
Any tipps on how to do that, without checking polycount?
Edit. well hexediting works for disabling cheat protection but setting r_lodscale to 0 doesnt change the changing polycount :( and even if this wouldnt be a very good way i think..
PAS3I2
9th June 2003, 23:08
There were 3 cvars, CcSoccer used for MOHAA, ill look for em and post em in an edit here.
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