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FNVLODGen

General mod discussion and requests.
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tizerist
Posts: 235
Joined: Mon Sep 17, 2012 10:24 am

Well this sucks. I'm at work

Post by tizerist » Wed Apr 08, 2015 8:19 am

Well this sucks. I'm at work doing an 8 hour shift and you guys are running around the CW with fixed trees?? Screw this, I'm gonna have to think of a story...



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zilav
Gary
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@Butcher

Post by zilav » Wed Apr 08, 2015 2:09 pm

@Butcher


FNVLODGen is supposed to work with plugins, but I have no clue why it doesn't work for moved trees. It should work unless you screwed something. Need someone else to test it.


Flickering is an engine issue. In some places new lod flickers more, in some less.


Disappearing trees LOD (bushes) is an engine bug too in New Vegas, nothing can be done about it. That's why I'm using it only for smaller objects like bushes to make it less apparent. However it should work fine in original Fallout 3.



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RoyBatty
Gary
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Location: Vault 108

@Zilav So far OWB, Lonesome

Post by RoyBatty » Wed Apr 08, 2015 9:17 pm

@Zilav So far OWB, Lonesome Road, and Honest Hearts are fine. I'll experiment with your billboard tool and Honest Hearts one of these days. I can check also with TTW Fixes (has YUP) but I need to know some specific Tree's to look for... and why would the be generating TreeLOD anyways?


@EssArrBee What do you mean by 2x2/2x4 textures? You mean square/rectangular?


I don't know what resize algo that DDSOpt uses, I know it's not very good resizing normals and it's better done in Photoshop with bicubic sharper.


Will check stuff out.


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RoyBatty
Gary
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@EssArrBee Yeah I know that

Post by RoyBatty » Thu Apr 09, 2015 4:44 am

@EssArrBee Yeah I know that stuff, that's not what I was talking about. I was talking about the resize method (bicubic smoother, sharper, lanzcos, etc). There nothing in the docs about what method he used and I don't feel like digging in the code. Any time I tried that program it made textures look a lot worse than if I just did it manually in Photoshop using bicubic sharper to resize, that's why I was asking if you knew.


@Butcher OK screenshot is what I needed, I'll test. Yes of course I know AWOP I'm one of the people who works on it now :P


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zilav
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Sheson made a first rock lod

Post by zilav » Thu Apr 09, 2015 6:46 am

Sheson made a first rock lod model to test, in overall it has much better shape and form matching full mesh (normal map has wrong name in archive).


https://mega.co.nz/#!Fd5FxL5L!WLjTRxc_OOwBw9ycLVdZcHA-AZd-6hXe6_6Z-skVazo


The only problem is absence of vertex colors in generated LOD making it look brighter


http://www.youtube.com/watch?v=4nfIhI7o7uY


Need someone to adjust lod texture to match with full meshes in game, make it more saturated, contrasted, lower brightness, etc. Maybe asjusting normal map too if it'll help. This will be THE main texture in lod used for all rocks around, so it has to be perfect :)



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RoyBatty
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Very cool!

Post by RoyBatty » Thu Apr 09, 2015 7:30 am

Very cool!


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zilav
Gary
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Well if noone can help with

Post by zilav » Fri Apr 10, 2015 1:21 pm

Well if noone can help with adjusting rock texture, then I'll do it myself. But my skills with GIMP are very limited :(



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RoyBatty
Gary
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My photoshop skills are crap

Post by RoyBatty » Fri Apr 10, 2015 1:32 pm

My photoshop skills are crap or I'd try zilav.


Tested HH more, the billboard stuff doesn't seem to work there. I don't think the bushes and stuff were different?


I'm going to test Point Lookout today.


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zilav
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What exactly doesn't work in

Post by zilav » Fri Apr 10, 2015 1:43 pm

What exactly doesn't work in HH? You don't see bushes from afar? Did it generate lst and dtl files for worldspace?



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RoyBatty
Gary
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Yeah the bushes and honey

Post by RoyBatty » Fri Apr 10, 2015 2:37 pm

Yeah the bushes and honey mesquite can't be seen from afar. It did generate dtl and lst files, I can send them if you like.


 


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