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FNVLODGen

General mod discussion and requests.
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zilav
Gary
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Hmm works for me

Post by zilav » Fri Apr 10, 2015 2:55 pm

Hmm works for me


http://i.imgur.com/ED3uQtd.jpg


Maybe you forgot to load FNVLODGen.esp when building LOD? Recods without "Has Tree LOD" won't be processed by lodgen.


Also HH uses it's own bushes, they will need billboards if you want to see them in LOD


<Note: NVDLC02CreosoteBushLgEV [STAT:0100F168] LOD not found Textures\Terrain\LODGen\HonestHearts.esm\NVDLC02CreosoteBushLgEV_0000F168.dds>

<Note: NVDLC02CreosoteBushLgTM [STAT:0100F169] LOD not found Textures\Terrain\LODGen\HonestHearts.esm\NVDLC02CreosoteBushLgTM_0000F169.dds>

<Note: NVDLC02CreosoteBushLgZV [STAT:0100F16A] LOD not found Textures\Terrain\LODGen\HonestHearts.esm\NVDLC02CreosoteBushLgZV_0000F16A.dds>



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RoyBatty
Gary
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OK I will try your billboard

Post by RoyBatty » Fri Apr 10, 2015 3:06 pm

OK I will try your billboard tool for that then.


Mostly I noticed the mesquites popping in, and I thought you had made billboards for those. I probably didn't load the plugin as you suggest.


Does it use plugins.txt? Would be nice if you could select which plugins like xEdit.


That's probably asking too much but It's a bit annoying to swap around everything when you don't use MO. I don't use it because it's still buggy with archive invalidation and fomod installer support isn't working 100% yet.


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zilav
Gary
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FNVLODGen loads the current

Post by zilav » Fri Apr 10, 2015 3:14 pm

FNVLODGen loads the current load order as the game from plugins.txt


If want selective loading, in FNVEdit right click menu on plugin with worldspace -> Other -> Generate LOD


Why you deactivated FNVLODGen.esp? It is required in game for proper switching of trees LOD.



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RoyBatty
Gary
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I'm using different installs

Post by RoyBatty » Sat Apr 11, 2015 10:26 am

I'm using different installs to generate and test so that the generated LOD is clean and vanilla for now, I don't want to make false reports because texture pack or something else is interfering. ;)


Since I can selectively do it, it won't be a problem now. I'll regenerate it with the esp checked.


Confirmed issue with YUP/TTWFixes


[img]http://i.imgur.com/Ijg17cm.jpg[/img]


I did the monorails, included now.


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RoyBatty
Gary
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Without

Post by RoyBatty » Sat Apr 11, 2015 10:28 am

With


[img]http://i.imgur.com/FOD6iMK.jpg[/img]


Without


[img]http://i.imgur.com/G1NU7Uy.jpg[/img]


Never mind the texture diffs, that's on my end. Interesting the crane at the Emergency Railyard ? Also the treelod is much better than the object LOD for the joshua tree's.


Also attached is a modified version of your esp to include all for TTW, and revert some changes because kludge lod for testing. However a lot of tree's are going to need billboards and textures that are missing.


Something else I will mention with the generated lod, is that the Z fighting goes away in the distance.


I noticed that GECK calls the atlas wasteland.buildings.dds and wastelandnv.buildings.dds and the textures are twice the resolution.


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RoyBatty
Gary
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I went through and got the

Post by RoyBatty » Sat Apr 11, 2015 10:29 am

I went through and got the missing textures from Honest Hearts, and corrected the other ones I added.


I'll do the monorails in a separate pack.


@EssArrBee: Thanks!


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zilav
Gary
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Can you please check what are

Post by zilav » Sat Apr 11, 2015 1:00 pm

Can you please check what are the changes on this reference and/or base object? Is this the only one broken yucca or all of them don't switch lod properly?


Try this version also


https://drive.google.com/file/d/0B4rR0C-Bcx_JSkdTOXVtbmE4OTg/view?usp=sharing



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RoyBatty
Gary
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I dunno I'd have to run

Post by RoyBatty » Sat Apr 11, 2015 3:22 pm

I dunno I'd have to run around and look. That's the only specific one Butcher pointed out, so I checked it.


Will try again with posted version.


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zilav
Gary
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Thanks for help! After

Post by zilav » Sun Apr 12, 2015 9:10 am

Thanks for help! After downloading YUP and some experiments, it seems that any modified reference should have FormID starting with 01 when saving in dtl files, no matter what it's real FormID is. Try this version please


https://drive.google.com/file/d/0B4rR0C-Bcx_JSnlqNmVsdUJQZ28/view?usp=sharing


But I'm not happy with this "hack". Need more tests with other worldspaces not having load order of 00 like wastelandnv. Can you please go into DLCs of New Vegas and TTW (including FO3 wasteland worldspace), select a tree that has lod, then in FNVEdit create a new override plugin where you change some position/rotation of that reference similar to YUP, activate in game and generate LOD (with that plugin loaded). Test that it prorerly switches.



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zilav
Gary
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Since noone volunteered to

Post by zilav » Mon Apr 13, 2015 5:27 pm

Since noone volunteered to adjust rock texture for LOD, I tried it myself. Still could be improved by a lot, but looks fine now for me. You can clearly see the difference with vanilla rock LODs since half of them are new LOD meshes here, and half is vanilla


http://www.youtube.com/watch?v=Np9fQ5A1T64



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