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Vos80

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  1. Textures (highway and trees) are sharp on my end with LODGen 12 Only this happened to the electrical tower again, but that might also be an alpha issue on my end Btw, I generated all workspaces simultaniously and didn't get an error.
  2. Here you go: https://we.tl/RvtdPWDSj6 I've included the atlasses of Far Harbor and Nuka world as well. They were made with LODGen 10. I'm going to test 12 now.
  3. I've got it working now. First I looked in the NIFs for the alpha threshold. I couldn't tell what the value of the NiAlphaProperty was, so I decided to look in the material file. The values in those files differe from each other, but I have to say that I don't know much about alpha values in meshes. I mainly did some texture work for the mod I'm working on. And the alpha value could explain the murky tree leaves, but I don't see how it would be related to the low-res textures on buildings and highways. I decided to compress DXT1 with 1 bit alpha through LODGen, and the textures were still murky. Than I used the vanilla alpha. Like you said, the new trees are still being rendered with the loose texture files. I copy pasted the rest on the vanilla texture, and uploaded it in DXT1 with 1 bit alpha as well. This is the result: And the textures on the highways are decent as well: Overall, I'm content with the LOD for XB1. So to clarify: I uploaded both texture atlasses as DXT1 with 1 bit alpha. One generated through LODGen (looked normal in Photoshop), and the other one edited by hand. All meshes are generated through LODgen, and the new trees are rendered as well. So the problem seems to lie with how the rendered atlas is applied. I hope this helps with problem solving, since I don't know the specifics of how it works. PLease ask if you need more information, and thanks for the assistance.
  4. I hadn't thought about checking the alpha in the nifs, I'm going to do that tommorow, thanks for the suggestion. Using the vanilla atlas is my last resort, because it will not include the textures of the new trees in the commonwealth. I've uploaded the file to the nexus, to see if the problem is due to system specs. I hope someone downloads the new version, and could give some feedback on that. This is not meant as a shameless plug, but if someone who reads this wants to try it out: https://www.nexusmods.com/fallout4/mods/29873 Thanks again for the advice and I will let you know once I figured out a solution.
  5. Thanks for the quick response. The CK error says: "creation kit Atlas layout failed. This probably means the LOD for this world is using too much texture space (max total size is 4096 x 2048)." This makes sense, because I could generate the LOD for SanctuaryWorld and Far Harbor, and both atlasses for those worlds fit on one textures of 4096 x 2048. Commonwealth and Nuka World need a bit more space than that. I removed the mipmaps from the atlasses, but that doesn't seem to work either. I did some more research, and it seems to be related to how the meshes are rendered. For example Elm LOD ingame: Elm LOD in Nifscope (leaves are clearly visible): Highway board ingame: Highway board in Nifscope (more detailed texture as well): Electric Tower ingame (or lack thereof): Electric tower in Nifscope: So the textures and alphas seem decent in Nifscope, but are of less quality ingame even without mipmaps. I might upload this version of the mod on Nexus to ask if other people experience it as well on their PC to determine if it is caused by system specs.
  6. First and foremost, thanks for this tool. The creation kit wouldn't let me generate LOD because the atlas would be bigger than 4096x2048, and this works fine. But I've got the same problem as El_Rizzo: the LOD textures are quite blurry. Other than wanting to find a solution, I want to let you know that it is not an isolated problem and also present on XB1. LOD in Far Harbor seems better for some reason: The atlas is archived, since I ported it through the creation kit to XB1. Screenshots were taken on XB1 as well, my laptop has low specs and you wouldn't be able to tell if a high or low res texture was used anyway :p. The atlas seems fine, here a comparison between the LOD dds and the atlas All other textures in the mod work as they are supposed to do. Could it be that it has something to do with the meshes that are generated? And since changing the INI file on XB1 isn't possible, is it possible to change setting during LOD object generation? Or could it be that the standard LOD texture size of 4096x2048 has something to do with it?
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