tyrindor Posted June 29, 2018 Share Posted June 29, 2018 Any idea why I am getting missing textures with Object LOD checked? https://i.imgur.com/HrJaRtL.jpg Link to comment Share on other sites More sharing options...
RoyBatty Posted June 29, 2018 Share Posted June 29, 2018 Here ya go :) https://drive.google.com/open?id=1HKSralE-Y2XyT2T399f7vr66HV24YH98 1 Link to comment Share on other sites More sharing options...
sheson Posted June 29, 2018 Author Share Posted June 29, 2018 Any idea why I am getting missing textures with Object LOD checked? That doesn't look like LOD textures missings, but full models. Type tll in console to see where LOD usually starts, but mind the uLargeRefLOD putting full models in the immediate LOD area. It might be cause by those bugs. If it is indeed missing LOD textures, check the log for texture not found messages. Install the missing textures. It could be third party mods installing LOD textures or maybe they need to be created by with TexGen. Here ya go :) https://drive.google.com/open?id=1HKSralE-Y2XyT2T399f7vr66HV24YH98 Thanks, got it. Link to comment Share on other sites More sharing options...
RoyBatty Posted July 2, 2018 Share Posted July 2, 2018 Got around to testing the LOD I generated, everything seems fine except water LOD is broken. https://i.imgur.com/NN3nZCL.jpg Link to comment Share on other sites More sharing options...
sheson Posted July 2, 2018 Author Share Posted July 2, 2018 Got around to testing the LOD I generated, everything seems fine except water LOD is broken. https://i.imgur.com/NN3nZCL.jpg FNV? Mod? Worldspace? What cells? Have you check the CELL data or looked at BTRs in question? Link to comment Share on other sites More sharing options...
RoyBatty Posted July 2, 2018 Share Posted July 2, 2018 FNV, always with TTW, Capital Wasteland. What would I check in the cell data? I don't know what a BTR is. Link to comment Share on other sites More sharing options...
sheson Posted July 2, 2018 Author Share Posted July 2, 2018 FNV, always with TTW, Capital Wasteland. What would I check in the cell data? I don't know what a BTR is.Can give coordinates for the screenshot? Check if CELL data sets water height, or if it is overwritten by plugins. BTR would be terrain LOD meshes in Skyim/Fallout4. So for FNV it would be the terrain NIFs. Like compare "vanilla" ones to the ones generated by xLODGen. I will try to replicate and see what I can find. Link to comment Share on other sites More sharing options...
RoyBatty Posted July 3, 2018 Share Posted July 3, 2018 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. Link to comment Share on other sites More sharing options...
sheson Posted July 3, 2018 Author Share Posted July 3, 2018 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. wasteland.level4.x12.y-16.nif is all I need to know which coords to look at and compare. Link to comment Share on other sites More sharing options...
PokemonTotalWar Posted July 3, 2018 Share Posted July 3, 2018 Is the version here the same or newer than the latest Github release of xEdit? Would I get the same results from using that and this, or would it be better to download this executable? Link to comment Share on other sites More sharing options...
sheson Posted July 3, 2018 Author Share Posted July 3, 2018 Is the version here the same or newer than the latest Github release of xEdit? Would I get the same results from using that and this, or would it be better to download this executable? This is newer or rather the terrain LOD code has not yet been committed to the xEdit github, since I am still working out bugs. 1 Link to comment Share on other sites More sharing options...
sheson Posted July 3, 2018 Author Share Posted July 3, 2018 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. I found out what the problem is. The LOD water is missing object LOD reflections and maybe some other stuff. I know how to fix this in the terrain NIFs. The odd thing is, for WastelandNV this type of water LOD is correct, but any other worldspace I checked should have the additional setting for the object reflections. Do you know of any value, setting or flag for a worldspace that controls what water in FNV reflects? The "Needs Water Adjustment" flag seemed like a good candidate, but it did not seem to change anything for me in a really quick test. If there isn't anything that can be used to determine the type of water LOD, I will just do this via a LOD options file that users can adjust if needed. Link to comment Share on other sites More sharing options...
RoyBatty Posted July 3, 2018 Share Posted July 3, 2018 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. Link to comment Share on other sites More sharing options...
sheson Posted July 4, 2018 Author Share Posted July 4, 2018 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.I found 2 more worldspaces with that flag, DLC01PittWorld and DLC4Pointlookout. However, the water LOD in the terrain NIFs is the same as all other worldspaces. So far I found only WastelandNV is different.When using the alternative water for WastelandNV, the surface becomes semi transparent, still showing the sky reflection, but you can also see the "skirts" (the sites of a LOD quad) of the terrain LOD. I am going to use a LOD options file for WastelandNV to change settings for LODGen.exe so things work correctly automatically. Will be briefly explained in readme in case other worldspace also need that setting. Link to comment Share on other sites More sharing options...
RoyBatty Posted July 4, 2018 Share Posted July 4, 2018 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. Link to comment Share on other sites More sharing options...
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