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FNVLODGen

General mod discussion and requests.
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Adonis VII
Posts: 155
Joined: Mon Jan 05, 2015 4:50 am

Good news everyone! I was

Post by Adonis VII » Wed May 13, 2015 11:15 am

Good news everyone! I was able to fix MO issues I was having.  There were two separate causes that produce the same result of missing LOD.  The texture is present as similar LOD refer to the same texture.


1) When I updated MO, it changed my loading priority of the default NV files without me noticing (its not supposed to do that).  Correcting the order allowed LOD to be generated with more than just the default FalloutNV.esm as should be.


2) 4 files in NMC's texture pack reproducibly remove the spill LOD and various other LOD. 




  • textures\landscape\nv_rocks\nv_rockcanyonblklod_d.dds


  • textures\landscape\nv_rocks\nv_rockcanyonlod_d.dds


  • textures\landscape\nv_rocks\nv_rockcanyonlod_n.dds


  • textures\landscape\nv_rocks\nv_rockcanyonrdrklod_d.dds


I did a binary search of all of my mods, and then of the files within NMC's to determine these. Correcting the Priority Order for default files and removing the offending NMC textures removes any problem from FNVLODGen. Has anyone tried FNVLODGen with NMC's?


 



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zilav
Gary
Posts: 225
Joined: Tue Apr 09, 2013 4:03 pm

Strange. I can see a slight

Post by zilav » Wed May 13, 2015 2:01 pm

Strange. I can see a slight chance why it didn't work for you.


When generating LOD, all _lod.nif meshes that go into lod are scanned for used textures, then those textures are combined on a single atlas texture to be used by generated LOD meshes. The reason for that is simple - fallouts don't allow several NiTriStrips nodes in generated worldspace LOD meshes, only the first one will be shown in game (Skyrim does allow btw).


So if lodgen couldn't open source lod textures to put on atlas, they will be missed in atlas map and end up in separate NiTriStrips not shown by the game. Generate LOD and check file "Edit Scripts\LODGenAtlasMap.txt" to see if they are there (_n normal maps are processed automatically so they are always missing in atlas map).



Adonis VII
Posts: 155
Joined: Mon Jan 05, 2015 4:50 am

Clarification.  Do you want

Post by Adonis VII » Wed May 13, 2015 2:44 pm

Clarification.  Do you want me to generate LOD while having the NMC textures active? And in the LODGENAtlasMap, do you want me to look for said textures, or the textures corresponding to the spill?



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zilav
Gary
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Use NMC, check spill textures

Post by zilav » Wed May 13, 2015 3:13 pm

Use NMC, check spill textures in atlas map.



Adonis VII
Posts: 155
Joined: Mon Jan 05, 2015 4:50 am

The spill texture (textures

Post by Adonis VII » Wed May 13, 2015 3:23 pm

The spill texture (textures\architecture\hooverdam\nvhooverdam_lod.dds) is there.  It's shared by the other spill and other parts of the damn, so it is used even when the western spill isn't there.  The only difference (besides placement) is that with NMC nv_rockcanyonblklod_d.dds and nv_rockcanyonlod_d.dds are now on the list.



Adonis VII
Posts: 155
Joined: Mon Jan 05, 2015 4:50 am

Is there a way for me to

Post by Adonis VII » Wed May 13, 2015 3:36 pm

Is there a way for me to determine which LOD block it is so I can load the mesh in nifskope to see if it is there?



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RoyBatty
Gary
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Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

Those lod textures for rock

Post by RoyBatty » Wed May 13, 2015 3:59 pm

Those lod textures for rock canyon in NMC are broken in a couple places, the pink rocks issue is caused by one of them being a normal map and not a diffuse. Should really check through NMC's textures closely... Some are missing too which are quite jarring like the rusted buildings in DC and the bridge. It also seems like the rock lod texture doesnt' get used properly or it uses the wrong normal map as they are entirely too bright/shiny in the sun where as the lod from NMC himself does not look that way... I dunno what to say here.


Image

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zilav
Gary
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Joined: Tue Apr 09, 2013 4:03 pm

Adonis VII wrote:

Post by zilav » Wed May 13, 2015 4:36 pm

[quote=Adonis VII]


 


Is there a way for me to determine which LOD block it is so I can load the mesh in nifskope to see if it is there?


[/quote]


Yes it is easy. Take for example one of the lod meshes


WastelandNV.Level4.X0.Y0.nif


Level4 means it covers 4x4 cells area starting from south west corner of 0,0 or any cell having 0<=X<4 and 0<=Y<4


So for example if you want to find a block for cell 11,-9 it would be


WastelandNV.Level4.X8.Y-12.nif (for cells 8<=X<12 and -12<=Y<-8)


 



Adonis VII
Posts: 155
Joined: Mon Jan 05, 2015 4:50 am

I checked in nifskope.  When

Post by Adonis VII » Wed May 13, 2015 11:15 pm

I checked in nifskope.  When NMC textures are absent, there is a single mesh.  However with it present EVERY block that has rocks using




  • textures\landscape\nv_rocks\nv_rockcanyonlod_d.dds


  • textures\landscape\nv_rocks\nv_rockcanyonlod_n.dds


creates two seperate nifstripes.  The rocks load, and all the other objects don't. The rock nifstripe has the texture set to the above files and not the atlas.


EDIT: In cases where rocks nifstripe is second the objects seem to load and not the rocks.



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zilav
Gary
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So nv_rockcanyonlod_d.dds is

Post by zilav » Thu May 14, 2015 7:22 am

So nv_rockcanyonlod_d.dds is in the atlas map and still separate in LOD? Now that's strange. By the way what is your locale (language) in windows?



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