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El_Rizzo

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  1. Just wanted to report a possible bug with xLODGen 51 which is still present in 53. I was creating new object LOD for Fallout 4 and when I went into the game to check I noticed that all the pine tree LOD models were missing their textures, but once I got closer the none-LOD textures were loaded just fine. I'm using Boston Natural Surroundings and the LOD source files that it provides. I tested both with beta 51 and 53, both times the generated texture atlas did not contain the pine tree textures added by the LOD source files of BNS, previous versions of xLODGen were able to add these files onto the atlas, but sadly I deleted them after updating to the current xLODGen version. I double checked to make sure the source files were enabled in MO2 and I did several runs, same results each time, logs didn't contain any errors that would indicate such problems.
  2. You can always reduce your settings to speed up the process for testing or only create LOD for a chunk instead of an entire worldspace, that way you can test very fast.
  3. I just wanted to report that something seems to be wonky in 0.43. I created Terrain LOD with 0.43 the other day and when I did a short check I noticed that almost all diffuse texture files look like this: dlc03farharbor.4.-1.1.dds or at best like this: dlc03farharbor.4.-1.17.dds Whereas the same exact files look like this in 0.42: dlc03farharbor.4.-1.1.dds and dlc03farharbor.4.-1.17.dds There were no error messages during generation and the log didn't contain any errors either. These results can be reliably reproduced and the only change was the version of xLODGen being used, I didn't change/update any mods or changed my version of Mod Organizer 2 and I didn't change any settings within xLODGen as well.
  4. Yeah, well I'm already using the ones from NeuralLOD since I can't use the prebuilt ones, hence why I was trying to rebuild my LOD and came upon the issue with BNS :)
  5. Ah okay, I figured it was something like that, but wasn't sure since I'm not an expert on these matters (by a long shot ) and wanted to be sure, thanks for the explanation! The ones from BNS? Gotcha, gonna take a look at them, thanks once again!
  6. So correct me if my understanding of xLODGen is wrong here, but when I run xLODGen to generate object LOD, it should generate object LOD based on my currently active, personal load order, correct? I'm asking because I can't seem to get xLODGen to generate the correct LOD atlas for my current Fallout 4 load order. The specific mod I'm having issues with is Boston Natural Surroundings (BNS) and NeuralLOD. Since I'm using BNS I can't use the pre-built LOD files that NeuralLOD comes with, but have to generate my own using the resource file it alternatively provides for such cases. However, when I run xLODGen to generate new object LOD with both mods active (as well as the rest of my load order, of course), then the resulting atlas doesn't contain the green tree lod from BNS but instead the vanilla tree LOD. This is what the atlas looks like that comes with BNS: and this is the one that xLODGen creates based on my currently active mods: I've also noticed that the generated LOD .bto meshes don't contain the trees that BNS adds to the game, unlike the files that come with BNS. I've tried with BNS's own LOD files present it its archives and I also ran xLODGen after manually deleting all the LOD files that came with BNS and the result was the same in both cases. I've used xLODGen 43 and the latest dev build of MO2, but other versions of both tools get the same result. So my question is basically, is this working as intended and xLODGen simply doesn't consider mod added/changed objects during object LOD generation or is something going wrong on my end?
  7. Yeah, hence why I'm sticking with BC1 :) I considered increasing the resolution further, but I'm currently at 2048 for diffuse at level 4 and I think that is sufficient enough for me, so I'll keep it that way since Sim Settlements + a lot of texture mods manages to fill up the 11gb Vram of my 1080ti at the current settings already I'm aware, but since I'm on Windows 10 and I tested with Fallout 4 it shouldn't be a problem, unless I'm somehow mistaken.
  8. First of all, thanks for the informative links, as someone who generally has no deeper knowledge about textures, this was quite interesting and enlightening (tho I won't pretend that I understood all the technical aspects ^^). As for testing the different compression methods, I created a chunk (LOD level 4, 0,0) with 888(8), 565, BC1, BC7 quick and BC7 max for both diffuse and normal maps and compared them using paint.net with up-to-date dds plugin and this is what I noticed: Aside from an ever so slight shift in some colors, BC1 and 888 diffuse textures are looking the same to me, the only notable exception for both diffuse and normal maps was BC7, which has a more grainy look to it (both quick and max) than any other format used. An example of what I mean can be seen here: 888 format BC7 max format As for normal maps, I noticed a slight degradation in detail when comparing BC1 with 8888 and again BC7 looks more grainy than the rest, tho I'm not sure if it even makes sense to compare normal maps on their own? For now I'm gonna use BC1 for both diffuse and normal textures as it seems to be the best trade-off between size and quality.
  9. So this might be a dumb question, but would it make sense to use bc7 for diffuse textures as well as for normals, or should bc7 only be used for normals and dxt1 for diffuse? And what is the difference between bc7 quick and max? Is it affecting quality or just the amount of compression?
  10. What are you on about? My message you've quoted is correct, the issue I had with version 0.38 and prior was fixed in 0.39, that isn't false data, that is a fact that I've tested and gave Sheson feedback on, no idea what you are talking about, but I certainly didn't give false data.
  11. Alright, I've tested the vanilla and both DLC world spaces with bake normal maps enabled and they ran through without a single error message, so everything seems to work well now! Thanks for the fix Sheson! :)
  12. Uh, that sounds interesting! Will do some testing immediately and report back to you :)
  13. Okay, good to know, hope you guys have success in finding the issue :) I'm aware of that, when I wrote 'by extension' I was implying that, but it might have come across differently ^^.
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