No More Room in Hell

No More Room in Hell

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Weapon Models LOD
   
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Category: Weapon Skins
File Size
Posted
Updated
26.682 MB
2 Mar, 2024 @ 8:08pm
22 Apr, 2024 @ 10:07pm
3 Change Notes ( view )

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Weapon Models LOD

In 2 collections by Whisper The Wolf
Marley's NMRIH "Complete" Collection
20 items
Marley's Optimisation Mods
5 items
Description
Ever wondered what No More Room In Hell would be like if it took advantage of all the tricks available?

Well, fear not, Workshop Browser!

With the revolutionary technology within the Source Engine, we can render lower polygon count models at a further distance from your camera!

Save up to 75% of triangles per weapon with range from your perspective, at the cost of slightly more RAM and Disk consumption!*

* Note : We do not insure or guarantee that your game will perform better, but it's a shock there was no LOD models to begin with!

Secondary Note : Custom Item Models will overwrite the related items, meaning the potential performance gain is lost! Depending on your load order, either the base NMRIH model, or custom model will be displayed!

In these cases, being able to install individual files would remedy the problem. Such collections are coming soon to a Workshop near you.



And, if this mod somehow improved your gameplay, and there's spare pennies jingling in your pocket, consider lightening your load with a small donation via Ko-fi![ko-fi.com]
12 Comments
cammy 25 Jun, 2024 @ 10:09am 
has it been pushed... :steamhappy:
Whisper The Wolf  [author] 22 Apr, 2024 @ 10:40pm 
I also need to push this update to the items and ammo LOD, just to correct the less noticeable yet annoying physics mesh bug.
Whisper The Wolf  [author] 22 Apr, 2024 @ 10:34pm 
@CheeseLobber

No problem on the double post. I have uploaded a new version of the addon with the fixed (hopefully, double checked all weapons in HLMV with the toggle on) collision meshes.

If you want to use the LODs as-is, you can. But if you ever want to generate new ones, I used the Decimate function in Blender in steps of 0.125 (1 to 0 range, so 0.875, 0.75, 0.625, min of 0.25) to cut back the triangle counts for custom weapons. Manual adjustment could make better results, but it worked for my tests here.

You'll be able to see the code in the .QC file for LOD, and how to manipulate it. Happy modding!
CheeseLobber 21 Apr, 2024 @ 9:08am 
Sorry for the double post but steam comments is limited.

I'm positive the physbox positions get moved from their original locations
during the decompile,althought I can't come up with any proven
explanations.If you get used to decompiled stuff,you'll realize that some
things can be misplaced,or have weird triangulation.It's usually subtle and
unseen until someone wants to work on a very specific part and witness
the error.

Keep up the great work!
CheeseLobber 21 Apr, 2024 @ 9:07am 
I'm looking forward to the updated version of weapon LODs,I'm using a lot of
default models myself,despite compiling custom stuff sometimes.

In fact for the few vanilla guns I occasionally tinker with,I sometimes edit their
peewees aswell:I was wondering if you wouldn't mind me using your LODs as
a base,that would make things easier for people who subscribe to both your
items and my craps (you would naturally get proper credits)

I have this little thing almost ready that relies on your LODs,you wouldn't
want to make this poor little belgian thing sad would you? :x

https://dl.imgdrop.io/file/aed8b140-8472-4813-922b-7ce35ef93c9e/2024/04/21/Untitled-19543adec635e0dd2.jpeg
Whisper The Wolf  [author] 20 Apr, 2024 @ 11:24pm 
Evening @CheeseLobber, good to see you around here.

Officially speaking, I didn't touch the default models at LOD 0, that's just how they look by default. (And the polygon count is quite high for some weapons compared to other guns. Ruger Mk 3 vs M1911 for example!)

Your image actually is very helpful, and I see what you mean about the weapon meshes are not aligned appropriately! This is particularly bizarre to me as it all seemed fine when decompiled originally.

I'm going to work my way through and re-adjust these physics meshes back into their respective places, then post an updated version. I'll also do some reading and see if there's some way to prevent such an odd bug, but I think it might just be a result of weirdness being inherent in the system.

I noticed that some models I changed didn't need their physics meshes adjusted, like the pickaxe and cleaver, which makes me scratch my head. Perhaps they work better because they're newer?
CheeseLobber 20 Apr, 2024 @ 3:11pm 
Hey Whisper,I took a look at your LOD'd peewee models,and maybe it's me
but some of them seems more detailed that I could have think of. I was thus
wondering if maybe you actually added details on LOD 0 models (so full
details) or if that's just how default peewee models look.

As for the peewees going throught the floor,I can tell your meshes are not
aligned with their respective physboxes smd (I hope the link to the picture
I try to show will work):

[img] https://dl.imgdrop.io/file/aed8b140-8472-4813-922b-7ce35ef93c9e/2024/04/20/Untitled-1563b0a0b6955a5dd.jpeg [/img]

For what it's worth mentioning,almost every time I wanna compile a custom
peewee model this happens,no matter how careful I am,and I have to correct
the gun mesh position over the physbox again.Something must be acting
weird during the export process,no idea.

...an answer for a tip maybe? thanks!
Whisper The Wolf  [author] 8 Apr, 2024 @ 5:59pm 
In the mean time, just play in public servers I guess. That doesn't seem to be a problem there in all my time playing with it.
Whisper The Wolf  [author] 8 Apr, 2024 @ 5:00pm 
Nvm, I just gave it a try. That's a weird bug. Gonna look into it.
Whisper The Wolf  [author] 8 Apr, 2024 @ 4:56pm 
@Stranger
Playing in Local Server?