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FNVLODGen

General mod discussion and requests.
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RoyBatty
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Yes it seems he has edited

Post by RoyBatty » Fri May 15, 2015 7:37 pm

Yes it seems he has edited the texatlas manually, some textures replaced (rocks) but others not (roads).


The bad diffuse is nv_rockcanyondrklod_d.dds for future reference.


I'm looking at FO3's lod too, he made a lot of lod textures there. By looking at the texatlas, I am now quite sure that the overpass and satcom lod meshes are broken somehow, there is nice textures in the texatlas for them, they should not have that ugly whitish appearance. I'll dig them out later and have a look.


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zilav
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FO3LODGen: added tree stump

Post by zilav » Wed May 20, 2015 2:16 pm

FO3LODGen: added tree stump to objects LOD, and shrubs to trees LOD


https://drive.google.com/file/d/0B4rR0C-Bcx_JSVVIV3RCaWdJY2s/view?usp=sharing


Please test, you will need to generate both objects and trees LOD for all FO3 worldspaces including DLCs (and FNV worlds too in case of TTW) shown in lodgen since trees lod uses a single atlas for all worlds. Or don't generate trees LOD at all if don't care about bushes in lod.


Make sure to update to the latest version.


This is how it looks now in original Fallout 3




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RoyBatty
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hrm site ate my post...

Post by RoyBatty » Wed May 20, 2015 8:37 pm

hrm site ate my post...


I am quite sure there are road LOD (at least the straight bits), where did they go?


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zilav
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As usual - come close to that

Post by zilav » Thu May 21, 2015 6:03 am

As usual - come close to that object, use console to get ref FormID, open in xEdit, find the full model name, check if _lod.nif file exists using Ctrl+F3 in xEdit. You also was sure that Big Town had LOD laugh


You can always just save at some spot, quit the game, rename meshes\landscape\lod folder to something like lod1 and load back to check how it looks like with vanilla LOD.



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RoyBatty
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Nah I know there is road lod,

Post by RoyBatty » Thu May 21, 2015 9:58 am

I guess I become confused because I am used to NV having road lod, and there's a texture in the texatlas for it in the FO3 LOD I generated. Where did it come from then, I do not know... I'll just take the meshes from NV then when I do it myself. The house meshes and shack meshes probably line up with Big Town and Arefu too, and problem solved for me.



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zilav
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If they indeed line up (roads

Post by zilav » Thu May 21, 2015 3:10 pm

If they indeed line up (roads, shacks, house) please upload your pack, I'll include them with FO3LODGen together with trees meshes.


By the way, does NMC pack for FO3 have faulty lod textures like in FNV?



Adonis VII
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None are 2k in size like NV,

Post by Adonis VII » Thu May 21, 2015 3:13 pm

None are 2k in size like NV, but I haven't checked actual errors like normal as diffuse.  I'll keep an eye out.



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RoyBatty
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I haven't noticed any errors

Post by RoyBatty » Thu May 21, 2015 8:31 pm

I haven't noticed any errors with NMC's lod textures for F3 (of which there are a lot more than NV).


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RoyBatty
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OK, so there road lod, I was

Post by RoyBatty » Sat May 23, 2015 2:23 am

OK, so there road lod, I was not imaging things :D here is a pic south of Old Olney.



The issue might be with TTW is that duplicated resources are left in the NV BSA's so they need to be loaded too.


The mesh for that particular piece is Landscape\Roads\WastelandRoadStrWave01.NIF , and quite a few of the WastelandRoad* meshes are marked visibile when distant so should have LOD meshes. Now this is with the FNVLODGen generated LOD, so why it's doing it here and not in other places is a mystery to me and something for you to look into.


I will have a look to see if any of the LOD meshes for the houses and shack line up later, I've been busy working on StreetLights the last days and I want to get it finished up.


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zilav
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There is no

Post by zilav » Sat May 23, 2015 7:12 am

There is no WastelandRoadStrWave01_lod.nif file in FO3 files, so lodgen should read it from FNV's meshes.bsa


If you have a separate FO3 installation, please copy _lod files and their textures there and test how it works. As I said, I'm very interested in new lod meshes that would work in FO3 too :)



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