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FNVLODGen

General mod discussion and requests.
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RoyBatty
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So then as a work around it

Post by RoyBatty » Thu Mar 26, 2015 11:15 am

So then as a work around it can be with object LOD and alter the esm/esp or whatever to remove "has tree lod" flag and set visible when distant flag instead?


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zilav
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Workaround... for what? As

Post by zilav » Thu Mar 26, 2015 2:46 pm

Workaround... for what? As far as I know FNV doesn't use Trees LOD (lst and dtl files) at all, so there is nothing to generate. I can try to implement it as a proof of concept, but the same atlas for all worldspaces is not practical.



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chucksteel
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the trees in NV are objects

Post by chucksteel » Thu Mar 26, 2015 2:49 pm

the trees in NV are objects and there LOD is generated when generating the object LOD. 



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RoyBatty
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I was referring to TTW

Post by RoyBatty » Thu Mar 26, 2015 4:38 pm

I was referring to TTW because we had to do something like that to fix the LOD issues with Fallout 3. There was a problem where the distant LOD would not disappear up close, the meshes and textures would remain.


Some messing about with the flags in geck on the trees and treetypes.lst fixed the issue. It's like the NV engine doesn't handle Tree LOD properly anyways.


 


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zilav
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The issue was FormID indexes

Post by zilav » Thu Mar 26, 2015 5:01 pm

The issue was FormID indexes in *.dtl files since you changed the index load order of Fallout3.esm, they required an update. I think someone just took BTT files patcher script for Skyrim and used it on dtl files since they have the same format, there was a thread about this here on forum some time ago.


I know that FNV uses objects lod for trees, that's why I asked - is it worth doing Trees LOD generation for FNV at all? I don't see anyone using it, though it is way more optimized than objects lod.



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RoyBatty
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That's nice to know thanks :)

Post by RoyBatty » Thu Mar 26, 2015 5:09 pm

That's nice to know thanks :) Perhaps we should go back and fix it properly then if it's not? I'm not entirely sure what that whole process entails... that's for smarter modders around here.


I don't know if it is worth it or not, I'm sure people would use it if the feature is there for NV mods. Queued could probably make a plugin for changing the texture path, but he's been rather absent lately.


 


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zilav
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Added joshua trees (removed

Post by zilav » Fri Mar 27, 2015 7:11 pm

Added joshua trees (removed them from objects lod) and various bushes into the trees LOD to test


http://static-7.nexusmods.com/15/images/130/156622-1427483165.jpg


http://static-5.nexusmods.com/15/images/130/156622-1427483341.jpg


Works quite well, they sometime disappear on the border of transitioning from LOD into full meshes, but still better than nothing. Didn't notice any performance hit.



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RoyBatty
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That looks nice, is that with

Post by RoyBatty » Fri Mar 27, 2015 8:22 pm

That looks nice, is that with NMC too?


 


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zilav
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Nope, pure vanilla.

Post by zilav » Fri Mar 27, 2015 9:17 pm

Nope, pure vanilla.


However both objects and trees lod on screenshots are generated with FNVLODGen.



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RoyBatty
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So when do we get to test it?

Post by RoyBatty » Sat Mar 28, 2015 1:39 am

So when do we get to test it? :D


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