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FNVLODGen

General mod discussion and requests.
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zilav
Gary
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@EssArrBee thx, will include

Post by zilav » Tue Apr 07, 2015 6:19 am

@EssArrBee thx, will include them with FNVLODGen together with normals.


@RoyBatty Actually joshua trees are in objects LOD, they are the same on both screenshots :)


I don't think that adding more billboards is needed, I already covered the bigger plants (height > 60) that are commonly used. Adding billboards for smaller objects will probably affect FPS with no real visual improvement.



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RoyBatty
Gary
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The log complains about a lot

Post by RoyBatty » Tue Apr 07, 2015 7:41 am

The log complains about a lot of tree's not having any billboard meshes?


anyways, here's base objects for tree's in DC that don't seem to disappear when close. I haven't checked DLC's yet.


155ab, 15445, 155a9, 15448, 0x057adc


Here's the ones for the monorails that look bad in DC


0x0a00fa, 0x0a00fb, 0x0a00fc, 0x0a00fd, 0x0a00fe, 0x0a00ff, 0x0a0100, 0x0a0102, 0x0c6e59


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zilav
Gary
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@RoyBatty I need FormID of

Post by zilav » Tue Apr 07, 2015 8:41 am

@RoyBatty I need FormID of references REFR of trees, not tree objects. Are there a lot of trees out there that don't switch properly? I guess they mostly work fine except for a few trees, so I need to check that particular references.


Checked monorail lods, looks like they share lod textures with New Vegas, but the textures are different! This messes UVs completely on FO3 monorail models


http://i.imgur.com/VF5UqIk.png


You need to unpack monorail lod models and their lod textures from FO3, rename textures to something different (or better copy to a different subfolder) and update textures in nifs. Press Ctrl+F3 in FO3Edit and enter Architecture\Urban\Monorail\


Fix all _lod.nif files from there. Thankfully meshes themselves do not conflict between FO3 and FNV.


@EssArrBee


Guideline on how billboards should be named, don't forget to set Has Tree LOD on records if absent. Actually lodgen scans all records that have that flag and checks for existing billboard files, that's why there are so much "missing" warnings when generating Trees LOD. I had to do that because the atlas is common for all worldspaces in fallouts unlike Skyrim, I must add all possible trees on atlas, not only used in particular worldspace.


http://afkmods.iguanadons.net/index.php?/topic/4051-wipz-tes5lodgen-for-trees-lod/


I use NifScope 2 alpha with shading (Alt+L) to grab billboard images using my own tool


http://www.nexusmods.com/skyrim/mods/60733



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RoyBatty
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@zilav It's EVERY tree with

Post by RoyBatty » Tue Apr 07, 2015 8:57 am

@zilav It's EVERY tree with those formids, no exceptions and I looked around the wasteland for like an hour. I suspect it is because they are baseid's from NV and not Fallout 3, the Fallout 3 specific tree's do not have this issue. You mentioned changed id's in the dtl's before?


I will fix the meshes if someone else doesn't beat me to it.


@EssArrBee Vurt uploaded those meshes for the FO3 version already on the nexus after I asked him about them. He did not make ones for NV.


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zilav
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Dead trees in FO3 worldspaces

Post by zilav » Tue Apr 07, 2015 9:01 am

Dead trees in FO3 worldspaces use tree records from FalloutNV.esm? Interesting. I need to check trees LOD in vanilla fallout3 first. Not sure why they are still messed up because load order of tree references are stored in dtl files, not tree base records.



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RoyBatty
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Leftovers in FalloutNV.esm,

Post by RoyBatty » Tue Apr 07, 2015 9:58 am

Leftovers in FalloutNV.esm, Jax removed any identical stuff from the Fallout 3 esm's and just uses the FalloutNV forms.


If the tree's are a problem, then can be given their own formid's in fallout3.esm again I'm sure. Whatever it takes to fix that stupid problem and do it properly so it doesn't bug anymore for anyone.


 


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zilav
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After some research I have a

Post by zilav » Tue Apr 07, 2015 2:47 pm

After some research I have a suspicion that File FormIDs of references are saved into dtl files instead of Load Order FormIDs (leading byte is a master index instead of load order index). Try this test version please to generate trees LOD for FO3 worldspaces in TTW


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



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RoyBatty
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Generated LOD, went inside

Post by RoyBatty » Tue Apr 07, 2015 8:58 pm

Generated LOD, went inside megaton home and waited 3 days.


Came outside and looked around... Works! \o/ :)


No strange popping in either like the kludged ones.


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zilav
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Good. Any other lod issues

Post by zilav » Tue Apr 07, 2015 9:16 pm

Good. Any other lod issues left to fix? :)



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RoyBatty
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I have to check DLC's yet

Post by RoyBatty » Tue Apr 07, 2015 9:29 pm

I have to check DLC's yet other than OWB which was fine, I will do Lonesome Road first as I've already completed that in this test play, next I will do Honest Hearts, then Point Lookout, Anchorage and The Pitt last.


It only takes me a day to complete each DLC besides Anchorage which only takes a few hours at most. I don't think Dead Money or The Pitt needs tree LOD, Zeta surely not any LOD at all?


 


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