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

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.
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.

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.
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.
I'm still getting duplicate trees with this...am I supposed to?
Need more information - what trees, where, what worldspace, etc.
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]
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.
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.
