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Posted

What I did was generate 32 lods, but after generation I just deleted the conflicting 32 generated textures, I kept the normals and meshes that were generated because there was no conflict with quality world map... and it seems to look just great in game! no issues with preserving the generated 32 meshes and normals, with the quality world map textures that I'm not aware of?

Posted

What I did was generate 32 lods, but after generation I just deleted the conflicting 32 generated textures, I kept the normals and meshes that were generated because there was no conflict with quality world map... and it seems to look just great in game! no issues with preserving the generated 32 meshes and normals, with the quality world map textures that I'm not aware of?

There can only be visual issues with LOD meshes/textures, no save game issues.

Posted

Hey,

 

Very impressive work on the Terrain Lod ::):

 

Everything works fine (pretty fast and no error/warning).

But for the NormalMap generation, two cells appear to be broken:

https://imgur.com/a/nYT3aOE

I have checked the other cells and only these two have the issue. I also tried various settings.

 

Only the upper cell is broken when I use my full mod list to generate the Terrain Lods (With USLEEP, SSE-Terrain, DynDOLOD etc.),

The picture uploaded is taken after a generation on (what I think was) a vanilla clean install.

 

My poor understanding of the problem doesn't allow me to have any idea on what causes the bug here.

It's not a huge problem though, I can edit the 3 files to put back the vanilla normalMap for the cell, but maybe other people can have the same problem (not the most obvious one).

 

Cheers-

Posted

Hey,

 

Very impressive work on the Terrain Lod ::):

 

Everything works fine (pretty fast and no error/warning).

But for the NormalMap generation, two cells appear to be broken:

https://imgur.com/a/nYT3aOE

I have checked the other cells and only these two have the issue. I also tried various settings.

 

Only the upper cell is broken when I use my full mod list to generate the Terrain Lods (With USLEEP, SSE-Terrain, DynDOLOD etc.),

The picture uploaded is taken after a generation on (what I think was) a vanilla clean install.

 

My poor understanding of the problem doesn't allow me to have any idea on what causes the bug here.

It's not a huge problem though, I can edit the 3 files to put back the vanilla normalMap for the cell, but maybe other people can have the same problem (not the most obvious one).

 

Cheers-

Already asked and answered here: https://forum.step-project.com/topic/13451-xlodgen-terrain-lod-beta-for-fnv-fo3-fo4-fo4vr-tes5-sse-tes5vr-enderal/?p=221719

 

There is no need to do anything about it because the terrain LOD for these 2 cells is not visible.

  • 2 weeks later...
Posted

First and foremost, thanks for this amazing tool!  :clap:

 

I've been having an issue with LOD for TTW, if somebody has time to lend a hand, much appreciated  :;):

 

What the issue looks like:

https://i.imgur.com/RsJ1oWC.jpg

https://i.imgur.com/k3v7u9G.jpg

 

xLOD settings:

https://i.imgur.com/DrW03c3.jpg

 

Tried a few times, with Base TTW and also with NMCs textures on top.

Sorry if this has been covered before, the thread does have a lot of pages...
Also, if any additional info is necessary, ask and it shall be provided.  :thumbsup:

 

 

Posted (edited)

First and foremost, thanks for this amazing tool!  :clap:

 

I've been having an issue with LOD for TTW, if somebody has time to lend a hand, much appreciated  :;):

 

What the issue looks like:

https://i.imgur.com/RsJ1oWC.jpg

https://i.imgur.com/k3v7u9G.jpg

 

xLOD settings:

https://i.imgur.com/DrW03c3.jpg

 

Tried a few times, with Base TTW and also with NMCs textures on top.

Sorry if this has been covered before, the thread does have a lot of pages...

Also, if any additional info is necessary, ask and it shall be provided.  :thumbsup:

Edit: Check if redoing the terrain textures with beta 58 changes anything. Updated Texconv, the older version might have had problems converting some textures to desired format.

 

Which worldspace and locations are shown in the screenshots?

Which version of xLODGen are you using?

Are you using MO?

Did you generate into a dedicated output folder first, then installed as a mod?

 

Are you sure you are not running into some kind of memory issues using such high terrain texture resolutions?

No idea why you set such high default diffuse/normal sizes, doesn't really make sense for outside areas that have nothing defined use such large textures.

Edited by sheson
  • +1 1
Posted

Edit: Check if redoing the terrain textures with beta 58 changes anything. Updated Texconv, the older version might have had problems converting some textures to desired format.

 

Which worldspace and locations are shown in the screenshots?

Which version of xLODGen are you using?

Are you using MO?

Did you generate into a dedicated output folder first, then installed as a mod?

 

Are you sure you are not running into some kind of memory issues using such high terrain texture resolutions?

No idea why you set such high default diffuse/normal sizes, doesn't really make sense for outside areas that have nothing defined use such large textures.

 

It is the area right outside vault 101 after FO3 starting events, when you escape the vault.

https://imgur.com/XCGfmzg

 

Just tried with the beta 58 and seems to work (through MO2, on a dedicated folder).

https://imgur.com/BJv038W

 

In this new test, reduced the diffuse/normal to half the the previous values (became 512/256 for LOD4 and 256/128 for the others).

Shouldn't be a memory issue, game was doing fine with most textures from this guide https://ttwoee.com/#textures, altough for this test I'm using base TTW, no textures on top (btw I was using the LOD section from the guide).

Did follow base instructions for TTW LOD gen https://taleoftwowastelands.com/viewtopic.php?t=7132, I'm also using FNVLODGen Resources from here https://www.nexusmods.com/newvegas/mods/58562, dunno if I should leave the FNVLODGen.esp ticked after generating LOD, but I'm leaving it ON.

 

 

I'll do more test until I'm fine with the results, may report back if I find what was causing the issue... or run into new troubles  :lol:

Thanks immensely for the help  ^_^

You peeps that mod and release stuff and do all the support are awesome!!

Posted

It is the area right outside vault 101 after FO3 starting events, when you escape the vault.

https://imgur.com/XCGfmzg

 

Just tried with the beta 58 and seems to work (through MO2, on a dedicated folder).

https://imgur.com/BJv038W

 

In this new test, reduced the diffuse/normal to half the the previous values (became 512/256 for LOD4 and 256/128 for the others).

Shouldn't be a memory issue, game was doing fine with most textures from this guide https://ttwoee.com/#textures, altough for this test I'm using base TTW, no textures on top (btw I was using the LOD section from the guide).

Did follow base instructions for TTW LOD gen https://taleoftwowastelands.com/viewtopic.php?t=7132, I'm also using FNVLODGen Resources from here https://www.nexusmods.com/newvegas/mods/58562, dunno if I should leave the FNVLODGen.esp ticked after generating LOD, but I'm leaving it ON.

 

 

I'll do more test until I'm fine with the results, may report back if I find what was causing the issue... or run into new troubles  :lol:

Thanks immensely for the help  ^_^

You peeps that mod and release stuff and do all the support are awesome!!

If beta 58 works as expected, use all the settings and use all the resources as before.

 

Though there is really no need for high resolutions for the default diffuse/normals at the outer parts of the maps that can never be reached and just use the default terrain texture without any features.

  • +1 1
  • 3 weeks later...
Posted
Heya, me again ^^
 
Dunno if this issue is related to xLODGen or the lack of a proper asset.
 
Same area from before, there is this Water Tower:
 
After generating LOD, a broken energy tower, introduced by a mod, becomes visible, its circulated in green.
The Water Tower however, disappears, it is only visible once I get nearby.
 
For reference, the Water Tower was visible before LODGen (in the right side), but the broken energy tower was not.
 
Sorry for the crude images, it is base TTW with no enhanced textures/visuals.
I tried a few times under different setups (some with extra textures and LOD mods).
 
Does the Water Tower disappears because there should be some specific asset (mesh, texture, dunno) for correct LOD generation?
Is there a way to fix that?
 
If a specific asset is required, I could ask for and see if someone feels like doing it at Nexus and TTW forums.

Thanks for any help with this =)
Posted (edited)

 

Heya, me again ^^
 
Dunno if this issue is related to xLODGen or the lack of a proper asset.
 
Same area from before, there is this Water Tower:
 
After generating LOD, a broken energy tower, introduced by a mod, becomes visible, its circulated in green.
The Water Tower however, disappears, it is only visible once I get nearby.
 
For reference, the Water Tower was visible before LODGen (in the right side), but the broken energy tower was not.
 
Sorry for the crude images, it is base TTW with no enhanced textures/visuals.
I tried a few times under different setups (some with extra textures and LOD mods).
 
Does the Water Tower disappears because there should be some specific asset (mesh, texture, dunno) for correct LOD generation?
Is there a way to fix that?
 
If a specific asset is required, I could ask for and see if someone feels like doing it at Nexus and TTW forums.

 

Thanks for any help with this =)

 

Check the log for error or warning messages.

 

Especially look out for "too many vertices/triangles, some LOD will be missing in game!" which means there are too many LOD models with too many triangles in that area. The only solution is to have less triangles in that area by further optimizing the LOD models or having less LOD models.

 

If that is not it, then a mod removed the object or there is no LOD model present for it in the current load order.

Edited by sheson
Posted (edited)

Latest version is throwing up this error:

There obviously is a problem with a requirement for TexConv. Run it by itself on a command prompt, it might just tell you what exactly. Probably needs a recent or specific Redistributable similar to LODGen.exe

 

Things need to work or be fixed in the latest version going forward.

Edited by sheson
Posted (edited)

 

Check the log for error or warning messages.

 

In TTW basic, the lines that stand out look like something minor.

https://imgur.com/IgziQ3X

If using NMC textures, the final stage shows many - textures not on atlas, some LOD will be missing in game!

 

 


... or there is no LOD model present for it in the current load order.

 

 

Guess that is it, AFAIK - TTW LOD comes pre-generated and packed into .bsa

That was my fear, because there may be (many!) more of likewise cases, generating LOD for FO3 portion of TTW becomes a risky venture.

 

Not a xLODGen issue, but could you tell how does one find out these specific models?  :confusion:

For example, how to find out which specific model is missing for xLODGen to include the Water Tower in the atlas?

(Hopefully, if given a practical example, I can follow up from there)

 

 

Btw, I'm assuming each atlas are those images generated inside the folder \blocks

looks like a comprised-miniature index for LOD visuals

NMC textures comes with this image and theres a Water Tower in there, but in-game the Water Tower looks wrong once it gets in the LOD, as does some other stuff too.

https://imgur.com/a/0OmBXbu

 

Again, many thanks if you can take the time!

Edited by Himself

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