The forum has been set to read-only mode. For community discussion and questions, head over to our Discord: https://discord.taleoftwowastelands.com

FNVLODGen

General mod discussion and requests.
Post Reply
User avatar
RoyBatty
Gary
Posts: 7742
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

Yeah, he said he can expand

Post by RoyBatty » Mon Apr 06, 2015 4:47 am

Yeah, he said he can expand the atlas which would allow better textures.


 


Image

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

Right now the atlas size is

Post by zilav » Mon Apr 06, 2015 6:14 am

Right now the atlas size is locked at 4096x4096, when generating LOD from vanilla lod meshes and textures for WastelandNV worldspace, around 80% is not filled. So there is plenty of space left for lod textures improvement.


I can expand it up to 8192x4096, but I doubt it'll be ever needed. It is an overkill resolution for LOD.


128 or 256 is the optimal res for majority of LOD textures, 512 for a few big objects (how it is done in Skyrim). Sheson is doing rock LOD models, so skip them for now.


I'm waiting for issue reports, especially in FO3 worldspaces and DLCs. Need to fix everything up before going on nexus.


@Roybatty When LOD texture is missing, I hardcoded FNVLODGen to use this one textures\shared\shadefade01.dds so it should be obvious in game. Unlike GECK I don't want to fail building LOD at any minor issue like that. Both diffuse and normal textures are replaced if missing. LOD textures higher than 1024 are excluded from atlas and their objects will be missing in game.


@rickerhk I'm not a model maker so can't say for sure. You can check Skyrim's lod meshes, they are optimal imho and line up with real meshes perfectly making seamless transition between lod and full models. As Roybatty mentioned, fallout's lod meshes don't even line up and have horrible textures to make it even worse. The real challenge when making lod models is unwrapping them if they use tiled textures (values in UV Sets are <0 or >1). Minor overflows like -1.15 or 1.07 are fine, lodgen will clamp them when building lod and the stretching will be hardly noticeable. But if bigger, the mesh must be reUVed (unfolded, wrapped... I don't know modeling terminology) or textures will look very bad on it in lod after clamping.



User avatar
RoyBatty
Gary
Posts: 7742
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

zilav: well I meant it does

Post by RoyBatty » Mon Apr 06, 2015 10:52 am

zilav: well I meant it does report that there is a missing texture or normal, but it would be GREAT if it also reported which .nif that's for, would save a lot of time rather than going into game clicking on things, getting the formid, leaving game, realizing it's the wrong one... reload the game rinse repeat.


 


 


Image

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

Press Ctrl+F3 in FNVEdit,

Post by zilav » Mon Apr 06, 2015 1:45 pm

Press Ctrl+F3 in FNVEdit, enter _lod.nif to filter for all lod meshes, right click on any mesh, "Copy all to..." and select destination folder. This will extract all lod meshes retaining directory structure.


Then use some tool capable of performing text search in files like http://www.wingrep.com/ to locate meshes by texture name.


Unfortunately when building atlas, all textures are stored in a list "detached" from their meshes. I will need to keep a separate list of textures with mesh names to be able to report them.



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

Testing time for Trees LOD!

Post by zilav » Mon Apr 06, 2015 3:53 pm

Testing time for Trees LOD!


Download this, install into Data and activate FNVLODGen.esp (it adds missing Has Tree LOD flag for records which are included in Trees LOD, without it you will see ugly flat images up close).


https://drive.google.com/file/d/0B4rR0C-Bcx_JX2VldzQ0bkdRTWM/view?usp=sharing


Generate Trees LOD for all worldspaces that have it. This is necessary because trees LOD atlas texture is common (the only exclusion are worldspaces starting from DLC4 from Point Lookout DLC). To find out what worldspaces use trees lod, press Ctrl+F3 in FNVEdit and enter TreeTypes.lst


There is an option in game settings "Tree LOD Fade" which controls the drawing distance. I also recommend to set bForceFullLOD=1 under [SpeedTree] in ini files for better transition quality.


Despite the "disappearing lod" bug those lods are still a nice filler for a bland landscape in New Vegas in my opinion.



tizerist
Posts: 235
Joined: Mon Sep 17, 2012 10:24 am

I'm still getting duplicate

Post by tizerist » Mon Apr 06, 2015 6:06 pm

I'm still getting duplicate trees with this...am I supposed to?



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

Need more information - what

Post by zilav » Mon Apr 06, 2015 6:13 pm

Need more information - what trees, where, what worldspace, etc.



tizerist
Posts: 235
Joined: Mon Sep 17, 2012 10:24 am

Just west and a bit north of

Post by tizerist » Mon Apr 06, 2015 6:22 pm

Just west and a bit north of vault 101. Am I supposed to just load the file, or is there another step to it?


[URL=http://s247.photobucket.com/user/tizerist/media/tree_zpsqtwsckqo.png.html][IMG]http://i247.photobucket.com/albums/gg160/tizerist/tree_zpsqtwsckqo.png[/IMG][/URL]



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

Probably because TreeDead01

Post by zilav » Mon Apr 06, 2015 6:48 pm

Probably because TreeDead01 [STAT:00015445] and TreeDead05 [STAT:000155AD] are missing Has Tree LOD flag in Fallout3.esm, try to add it. I created FNVLODGen.esp only with New Vegas in mind since I don't have TTW installed.



User avatar
RoyBatty
Gary
Posts: 7742
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

zilav: Ah cool didn't know

Post by RoyBatty » Mon Apr 06, 2015 11:21 pm

zilav: Ah cool didn't know about the assets browser, very handy! (still waiting for that list of keyboard shortcuts for fnvedit)


OK I'll grep through them and find what's needed.


Going to test treelod.


Image

Post Reply