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FNVLODGen

General mod discussion and requests.
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RoyBatty
Gary
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No, when I made the TTW esp I

Post by RoyBatty » Thu Jul 09, 2015 10:29 am

No, when I made the TTW esp I missed them from the newer FNV one.


You'll have to ask NMC that, but I don't think he'll care? Adonis sent me one earlier for the solar panels too. I still need to adjust the asphalt a bit, it's too light still.


BTW what I said before about LOD textures appearing too bright in game is true, I spent about an hour tweaking those rock lod textures to have close to the right brightness/contrast/hue.


 


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Adonis VII
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I asked NMC for permission

Post by Adonis VII » Thu Jul 09, 2015 11:19 am

I asked NMC for permission for myself and Zilav already, so Zilav will be able to upload his textures. I'm going to do my own upload of NMC's textures for my new meshes, but might as well just release his textures for default meshes now on the LODGen pages.


 


proof if curious: http://i.imgur.com/22gPNGD.png



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RoyBatty
Gary
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Well awesome then, I'll do

Post by RoyBatty » Thu Jul 09, 2015 11:34 am

Well awesome then, I'll do more.


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zilav
Gary
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Well I'll just wait then when

Post by zilav » Thu Jul 09, 2015 11:51 am

Well I'll just wait then when you finish your new pack with new and updated meshes and textures. Actually I can upload new cliff meshes from Sheson too if you want to finish with remaining cliffs and rocks yourself. The only reason I didn't include them in FNVLODGen resource pack is because there are few missing cliffs and large rocks there, and you clearly see the difference in game having new meshes and old ones side by side, simply an eyesore. So I included only new small rock meshes, they blend nice with vanilla ones.



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RoyBatty
Gary
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Location: Vault 108

Will there be FO3 rocks too,

Post by RoyBatty » Thu Jul 09, 2015 12:00 pm

Will there be FO3 rocks too, or are they the same?


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zilav
Gary
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No they are different, but

Post by zilav » Thu Jul 09, 2015 12:14 pm

No they are different, but vanilla LOD for rocks and cliffs in Fallout3 is quite good on it's own.



Adonis VII
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Well it might be better for

Post by Adonis VII » Thu Jul 09, 2015 12:23 pm

Well it might be better for you to upload.  I'll could still be awhile as I have a PhD thesis to submit so not a whole lot of time for meshes atm. Plus Sheson is obviously alot more experienced than me so his rocks will be miles better.



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zilav
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I'm not sure when he will

Post by zilav » Thu Jul 09, 2015 2:02 pm

I'm not sure when he will able to finish them, last time he mentioned that not too soon since he is busy with other stuff atm.



Adonis VII
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So I came across some statics

Post by Adonis VII » Sat Aug 08, 2015 6:49 am

So I came across some statics that don't have their own mesh but instead use Alternate Textures. I figure the simplest way around this is just make my own mesh to accompany the _lod mesh for generation, and just have the user disable .esp after its generated like this: [collapsed title=FNVEdit ] [/collapsed]


Unless there is another way around it to get xLODGen to pull the correct LOD texture otherwise?


 


EDIT: I wouldn't actually have to have the full model would I? Just have the esp point to Bilboardxxx.nif, and xLODGen will only pull Billboardxxx_lod.nif.



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zilav
Gary
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Unlike Skyrim which stores

Post by zilav » Thu Aug 13, 2015 6:28 am

Unlike Skyrim which stores LOD file names right inside STAT records, there is no way to differentiate models using alternate textures unless it has a different file name. You are doing it right - override such records and change the model name, so you can use different _lod.nif file. The new full model could not even exist if ESP will be used only during LOD generation.



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