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Water LOD issues Troubleshooting

General help and troubleshooting.
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Yossarian
Posts: 73
Joined: Sun Oct 27, 2013 7:56 pm

Water LOD issues Troubleshooting

Post by Yossarian » Tue Apr 11, 2017 10:14 am

Hi all,


I am trying to find a solution for one issue, that bugs me since Fallout 3 release. Maybe some of you guys could give an heads up.


It's about the issue creating LOD for islands or worldspaces with large open waters. What happen in most cases if you do this, are messed up LOD meshes of the water area. A LOD nif with messed water looks like this:



As you see, the shape I pointed in the screenshot should not be there. It's water space.


Now, what I did is: I loaded the nif into Max and removed the faulty water mesh.

Then I loaded the original nif file and made paste over for the NiTriShapeData.


I got this file:



I thought this would be a very neat idea. However, it did not work. If I load the worldspace ingame,

my game crashes with this lod nif.


However, LOD nif files have NiAdditionalGeometryData for whatever reason and I think, that the issue

is related to this. Because of course the block info and num vertices is much less with the new mesh.



However, I have no clue, what info is stored in the NiAdditionalGeometryData and how to update it, to make it fit with the new mesh verticles count. There are also some more information, that are unique to LOD files, such as BSSegmentedTriShape. Not sure what they do. However, just paste over the NiTriShape is not enough.


Does anyone have an idea how to solve this?


Regards


Yoss


 


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Yossarian
Posts: 73
Joined: Sun Oct 27, 2013 7:56 pm

It seems I got it working.

Post by Yossarian » Tue Apr 11, 2017 12:45 pm

It seems I got it working. Actually it seems like I only did a small mistake by using Copy Branch instead of just copy in Nifscope. Have to make some additional tests now, but it looks like this method is suitable to create worldspaces with large water surfaces.



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RoyBatty
Gary
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Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

Cool Yossarian, thanks for

Post by RoyBatty » Tue Apr 11, 2017 1:24 pm

Cool Yossarian, thanks for the helpful info! :)


Maybe you could add it to our new wiki?


Image

Yossarian
Posts: 73
Joined: Sun Oct 27, 2013 7:56 pm

Sure, but I still need to

Post by Yossarian » Tue Apr 11, 2017 2:50 pm

Sure, but I still need to make more tests on this. Paste Over seem to work but the new mesh will be placed not in the exact same spot as the original mesh, so this results in the mesh being offset. This can be corrected with Nifscope, but is really tedious. Need to investigate, if there are possibilities to get the new mesh into the right spot.



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pintocat
Posts: 576
Joined: Sun Apr 07, 2013 12:50 am

You'll need to make an

Post by pintocat » Tue Apr 11, 2017 5:02 pm

You'll need to make an account for the wiki before we can assign edit permissions, so just leave a note in the geck wiki forum thread on this forum to tell us if you have a username created



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RoyBatty
Gary
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Location: Vault 108

Sounds like export settings,

Post by RoyBatty » Wed Apr 12, 2017 2:37 am

Sounds like export settings, don't change/reset transforms.


Image

Yossarian
Posts: 73
Joined: Sun Oct 27, 2013 7:56 pm

Since you delete major parts

Post by Yossarian » Wed Apr 12, 2017 5:30 pm

Since you delete major parts of the mesh, I am not sure if this can be fixed. Could also be an import setting. Not sure if it's possible to import -> export a mesh with the exact same position in space. Anyway, I found kind of workaround to fit the mesh into the right spot. I think it can be done. However, I've plans for an Island mod, that's why I actually looked into it again, but I need to finish something else first.



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

could be import settings too,

Post by RoyBatty » Wed Apr 12, 2017 8:37 pm

could be import settings too, should be able to import it without changing the transforms.


Image

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