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FNVLODGen

General mod discussion and requests.
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RoyBatty
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Seems you replied while I was

Post by RoyBatty » Sat Apr 04, 2015 8:13 am

Seems you replied while I was typing, I'm not questioning the quality of the LOD, I expect much of it to be bad. It's when the objects are missing or deformed that I am pointing stuff out ;)


Also with the low quality ones I was more asking a question if I downscaled NMC's textures for them and changed the names would that work to make them look a little bit better, or should they be remodeled entirely.


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zilav
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Honestly I still don't see

Post by zilav » Sat Apr 04, 2015 8:43 am

Honestly I still don't see what's wrong there :)


Can you please make screenshots using vanilla lod and generated lod side by side from the same spot. When you find truly missing/deformed object in generated lod compared to vanilla, please also post it's FormID when clicking on while in console.


Some LOD meshes use their own textures, not just downscaled equivalents. So it is not as simple as resizing them, will require additional photoshop work.



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RoyBatty
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Here, I named them a/b. A is

Post by RoyBatty » Sat Apr 04, 2015 9:29 am

Here, I named them a/b. A is orignal LOD, B is FNVLODGen. I am SO not wasting time stitching them together.


The Primm ones are taken from the same spot I just didn't hold the zoom key in the 2nd pic. The rest are close enough. The monorail ones are sorta inconclusive due to angles, but I can assure you that the vanilla LOD has them connected together, and the FNVLODGen ones are at strange angles and not connected, even slightly smaller.


I'm not clicking all those meshes , jeez. I'd have to go verify they are right ones and blah and you'd come back at me if I didn't get the right one... my turn to be lazy :D


I'm sure some modder will have a ball making nicer LOD meshes for other ones.


For the record, I would not at all be surprised if wrong/broken meshes/textures were shipped with the game.


Now, I really must get some sleep.


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Gallahorn
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I know a place that bugs me

Post by Gallahorn » Sat Apr 04, 2015 9:52 am

I know a place that bugs me the living hell out of me with vanilla lod and thats rivet city when you just exit the boat if you look straight forward you have 2 buildings and between them there should be rubble but with vanilla lod it looks like normal ground can anyone check that? Same goes for when you look up and down the rivet city boat and the boat goes in to lod and looks like shit how does that look with these LODs?



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zilav
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Hmm it looks like this in my

Post by zilav » Sat Apr 04, 2015 11:09 am

Hmm it looks like this in my falloutnv with generated LOD


http://i.imgur.com/N11noXo.jpg


http://i.imgur.com/FbHKr4O.jpg


Other spots look fine too.


The only reason that comes to my mind is those references are altered by some mods in your game. FNVLODGen doesn't build LOD for references that are


1) deleted


2) initially disabled


3) parent enabled (have XESP subrecord)


Get their FormIDs and check in FNVEdit what touches them. Maybe you have some "Goodsprings restoration mod" that progressively switches buildings using parent enable state. Would like to see test results for that spots from others.


The other possible reason is that FNVLODGen can't locate _lod.nif meshes for them, you will need to check that yourself like I mentioned earlier (Ctrl+F3 assets browser is FNVEdit helps a lot). Can't do anything myself here as it works fine for me on vanilla New Vegas installation. We had reports from TES5LODGen users under MO, try to switch off BSA management there if you use MO.


@Gallathorn


Probably there is just no rubble lod mesh provided, must be created by someone first. I don't know the current state of fallout modding community and availability of modders who can create LOD overhaul including remade vanilla lod meshes, new lod meshes and higher resolution LOD textures. The LOD in Fallouts can look as good as in Skyrim (if it could be called good) since they use almost exactly the same LOD system, we just need new lod models and textures. For example LOD mountains in Skyrim use 1024 texture, in New Vegas it is 256, 4x times worse. FNVLODGen unlocks the true game engine potential, but it can't make LOD look better itself.



Gallahorn
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oh crap....becouse atm Im

Post by Gallahorn » Sat Apr 04, 2015 12:01 pm

oh crap....becouse atm Im forced to play at ugrids 6 even tho people advice me against it but thats the only way for me to beable to play the game. If i didnt run at ugrids 6 I wouldnt beable to  play the game becouse things like that.



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zilav
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@RoyBatty

Post by zilav » Sat Apr 04, 2015 12:59 pm

@RoyBatty


I checked that Gamorrah sign, and it is one of those LOD meshes provided with game lacking VWD flag on it's record NVGamSign [STAT:00117753]


GECK doesn't use it at all, but FNVLODGen does. Unfortunately lod mesh meshes\architecture\strip\nv_gam_sign_lod.nif uses diffuse texture saved in DXT1 format without transparency textures\architecture\strip\nv_gam_sign_lod_d.dds hence you see black rectangle around it. Need someone to create an alpha mask and save in DXT3. If you encounter similar black rectangles elsewhere the reason is most likely the same.


As for pink rocks - no clue, they are fine in my game. You will need to find their lod mesh/texture in your installation and check yourself. Maybe some mod changed them or renamed mesh.


Edit: Check generated atlas texture for worldspace, maybe it is overflown (4096x4096 without empty space). Highly unlikely, but just to be sure.



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Risewild
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Unfortunately lod mesh meshes

Post by Risewild » Sat Apr 04, 2015 1:26 pm


Unfortunately lod mesh meshes\architecture\strip\nv_gam_sign_lod.nif uses diffuse texture saved in DXT1 format without transparency textures\architecture\strip\nv_gam_sign_lod_d.dds hence you see black rectangle around it. Need someone to create an alpha mask and save in DXT3.



What should I do if I said I think I made that .dds file and saved in in DXT3? Would it be useful for anyone or anything?


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zilav
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You can upload here. I plan

Post by zilav » Sat Apr 04, 2015 1:58 pm

You can upload here. I plan to collect all the fixes and additional files into a separate package before releasing on nexus anyway.



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RoyBatty
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Perhaps the issue is that

Post by RoyBatty » Sat Apr 04, 2015 7:49 pm

Perhaps the issue is that multiple mods are editing those spaces. The only thing with parent enable stuff is the fences around the schoolhouse from Afterschool Special, but both AWOP and Afterschool Special, Russell and a patch I made for AWOP/Russell edit Goodsprings in several areas.


It's logical to assume that there is no merging of worldspace edits going on then and that's a problem, because isn't that what the tool is designed for or am I mistaken?


AFAIK I have no mods that edit lod meshes, but I can check closer. Is it as simple as disabling things in my load order? I really have hardly any mods right now, most of them are for F3.


 


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