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	<title>MD5 LOD - Revision history</title>
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	<updated>2026-06-10T13:03:46Z</updated>
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		<id>https://wiki.splashdamage.com/index.php?title=MD5_LOD&amp;diff=1479&amp;oldid=prev</id>
		<title>192.168.0.129 at 17:14, 15 October 2007</title>
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		<updated>2007-10-15T17:14:03Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;MD5 LOD can be used to add lower-poly models which get swapped in as view distance from the object increases.&amp;lt;includeonly&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{main|MD5 LOD}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Static LOD for MD5 models has been implemented. The code automatically scans for X - 1 LOD files for each .md5mesh file loaded. X is defined by the ''r_MD5MaxLodStages'' cvar, which defaults to 4 at the moment. The code will look for the following files:&lt;br /&gt;
&lt;br /&gt;
 mymd5mesh.md5mesh (main model)&lt;br /&gt;
 mymd5mesh_lod1.md5mesh (1st lod)&lt;br /&gt;
 mymd5mesh_lod2.md5mesh (2st lod)&lt;br /&gt;
 mymd5mesh_lod3.md5mesh (3st lod)&lt;br /&gt;
&lt;br /&gt;
To create a MD5 mesh file to be used as a LOD stage, you have to make sure it has the same bone setup as the main mesh. During exporting, ensure to use the same commandline as well, but add -noJoints. Joint are only read from the main mesh file, so there is no need to have them stored in the LODstages as well.&lt;br /&gt;
&lt;br /&gt;
''r_MD5LodScale'' can be used to scale LOD faloff.&lt;br /&gt;
&lt;br /&gt;
[[Category:Art]] [[Category:Animation]] [[Category:Models]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>192.168.0.129</name></author>
		
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