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RoyBatty

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RoyBatty last won the day on June 29 2018

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  1. I have yet to find any either, but Frontier might do them and also and you'd have to check with mac about that. I don't know if Molten Clouds intends to do something like that with The Way of the Chosen, again would have to ask F@Nt0M about that. Cool about NV, I will generate LOD and see how it looks. :)
  2. Very cool. Sorry if I came off wrong, talked to zilav and I just didn't know what I should provide for example. I checked all other worldspaces, some have the default height changed and the LOD height left zero, some change both, but none are the same as DCWorld11 from what I can see. Thank you for your work, it is very much appreciated. I am curious about WastelandNV, so Lake Mead and the Colorado River now have working LOD ?
  3. Well no, GECK does generate LOD for the placed water, which is same height as the LOD water height. The default water height is 0, and the cells are set to that. So it only generates LOD for water which is at or above the LOD water height, anything below is ignored. This makes perfect sense. Also with the strange effects of mip mapping (what I assume it is), the "small world" flag has no effect which is the only difference I can find there.
  4. Done some more testing today. Weird that water is sometimes showing in cells that it shouldn't, close up, this is the entrance to Anacostia metro just outside Rivet City. https://i.imgur.com/GHtASYb.jpg Also having LOD water now in cells where there should be none. This is in The Mall (DCWorld09) https://i.imgur.com/ZW8J9c0.jpg I have already investigated what is going on here. There is placeable water in the reflecting pool outside the Lincoln Memorial which has the 12270.2891 Z coordinate which corresponds to the LOD water height in the worldspace record, where the default water height is 0 and well below the land level. It appears that LOD water will take placeable water into account, and not generate any water LOD in areas where the default water is below the water LOD height and land is above it. Something else to note about The Mall, which I don't see in any other worldspace (even with vanilla LOD) is that when you are walking from the capitol building towards the Washington monument (or away backwards) the landscape LOD does this strange shifting like the mip maps are animating somehow. This is even more apparent with the new LOD. If you have any idea why that happens only in this world space, I'd love to hear it.
  5. Cool, I look forward to having good LOD in all worldspaces, and working LOD which is more optimized in DC. The generated LOD improves performance quite a bit. I noticed that the vanilla nifs for some reason cut around the land in the water and what not which seems like it would be less optimal than the simple squares in your generated LOD. If you figure out how or what setting in the GECK/CKIT controls the LOD please let me know, I can't seem to find any setting for this other than in placeable water records.
  6. OK, let me make sure we're not confusing issues here too. NV's water LOD is broken in vanilla and a separate issue from what I posted above which is Fallout 3's wasteland worldspace. The Fallout 3 worldspace is where the cells have individual water height which differs from the default height in the worldspace record.
  7. Ahh the LOD water is actually broken in NV, this explains why it is broken then. The LOD water type for NV is set to Potomac also when it should be NVCleanWater. This made the water LOD work properly at the southern end of the map, however it is still broken at Lake Mead. The needs water adjustment flag I don't know what it's for, I will have to search the records for this flag with a script and see which ones, if any, have it. Looking at the Wasteland worldspace record, default land height is -2048, where as the LOD water height does say 10500 but each cell has it's own water height defined. Worldspace objects are supposed to be tagged reflected/refracted by autowater I believe. NV's water does reflect sky and landscape LOD when its set to the correct type at least.
  8. I checked some meshes and it looks like default land height is being used -10500 where I think it's -1800, example nifs I looked at are wasteland.level4.x12.y-16.nif from Fallout 3 (works) and LODGen (doesn't work). The center in the NiTriShape data of the BSSegementedTriShape is -1799 in the working nif and -10500 in the non working nif. I don't know how to translate this into a world coordinate so I can check the record in FNVEdit or GECK. Tried to ask zilav, but he seems afk atm and I can't message you on discord.
  9. FNV, always with TTW, Capital Wasteland. What would I check in the cell data? I don't know what a BTR is.
  10. Got around to testing the LOD I generated, everything seems fine except water LOD is broken. https://i.imgur.com/NN3nZCL.jpg
  11. Found the problem, it doesn't play nice with my xEdit settings for some reason. Maybe it should have a separate settings file to avoid conflicts.
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