sheson Posted May 23, 2024 Author Posted May 23, 2024 14 minutes ago, Umekobucha said: Roger that. I couldn't write in pastebin due to size limit, so I'll upload the txt file as it is. https://www.mediafire.com/file/ch2d0tlh3g2tocg/LODGen_log.txt/file There are many generated folders, so I don't know which one to check, but I found this one. Is this relevant? I ran the command tll at the same location You uploaded is LODGen_log.txt. Upload the FNVLODGen_log.txt instead. See Terrain-LOD-Readme.txt Textures FNV, FO3 ..Data\Textures\Landscape\Lod\<Worldspace>\[diffuse|normal]\<Worldspace>.n.Level*.x*.y*.dds The screenshot seems to show a problem with diffuse textures and not the normal textures. So check the textures in the diffuse folder.
Umekobucha Posted May 23, 2024 Posted May 23, 2024 (edited) 23 minutes ago, sheson said: You uploaded is LODGen_log.txt. Upload the FNVLODGen_log.txt instead. See Terrain-LOD-Readme.txt Textures FNV, FO3 ..Data\Textures\Landscape\Lod\<Worldspace>\[diffuse|normal]\<Worldspace>.n.Level*.x*.y*.dds The screenshot seems to show a problem with diffuse textures and not the normal textures. So check the textures in the diffuse folder. FNVLDGen_lig.txt https://www.mediafire.com/file/3z8sazw5czjelkd/FNVLODGen_log.txt/file Textures Edited May 23, 2024 by Umekobucha
sheson Posted May 23, 2024 Author Posted May 23, 2024 14 minutes ago, Umekobucha said: FNVLDGen_lig.txt https://www.mediafire.com/file/3z8sazw5czjelkd/FNVLODGen_log.txt/file Textures The FNVLODGen_log.txt you upload shows no LOD generation. The tools was started, finished loading plugins and then was presumably closed. The screenshot of the diffuse textures folder you uploaded shows no issues. It seems xLODGen generated perfectly fine textures. Make sure they use the DXT1 compression format. If that is the case, whatever the issue you have in the game has nothing to do with those textures shown in the screenshots. Make sure those textures are not overwritten by other mods. Check the same folder with MO2's Explorer++ via starting "Explore Virtual Folder" from MO2 executable drop down. Doublecheck the noise overlay texture ..\Data\textures\effects\noisemap.dds
Umekobucha Posted May 23, 2024 Posted May 23, 2024 I'm sorry, I don't know what that means anymore, I'm so confused.
sheson Posted May 23, 2024 Author Posted May 23, 2024 4 hours ago, Umekobucha said: I'm sorry, I don't know what that means anymore, I'm so confused. You would need to specify what you need further explanations or help for. If the textures look fine when checking them outside the game, then this usually means the issue happens in the game and/or does not have to do with those textures. Provided the texture have a supported compression format like DXT1, which is the default setting in xLODGen. Typically the game crashes when encountering unsupported formats, though. Or the game is actually loading different textures.
ElDorado Posted May 23, 2024 Posted May 23, 2024 following the viva new vegas guide for lods, some lods missing near cottonwood cove and here the whole river is missing here's the log https://dropmefiles.com/K26dO
sheson Posted May 23, 2024 Author Posted May 23, 2024 2 hours ago, ElDorado said: following the viva new vegas guide for lods, some lods missing near cottonwood cove and here the whole river is missing here's the log https://dropmefiles.com/K26dO If you have problems following a third party guide, you need to ask its author or on its forum/discord. xLODGen generates LOD with the data from the plugins and the assets in the load order. This is what I get after generating terrain and object LOD for the vanilla game: Check how the areas look when fully loaded. Is the terrain and/or water there then? Check which plugins are the last to overwrite the cell (for water) and land (for terrain) records. Use xEdit cell finder (Ctrl+Shift+F). Check/Upload ..\Data\meshes\landscape\lod\WastelandNV\WastelandNV.Level16.X0.Y-32.nif and WastelandNV.Level16.X16.Y-32.nif for obvious missing terrain in NifSkpope. To see the water planes, click the "Show Hidden" icon that looks like an eye with a diagonal red line. Water LOD is always "displaced" in those NIFs, like so:
ElDorado Posted May 24, 2024 Posted May 24, 2024 (edited) 2 hours ago, sheson said: Check how the areas look when fully loaded. Is the terrain and/or water there then? Yes Forgot to mention, on the missing terrain, it depends on camera position - sometimes it's missing, sometimes is fine I will check on nifskope EDIT - On first glance nothing wrong in nifskope, I will try to contact the author of the plugin that last override the records Edited May 24, 2024 by ElDorado
sheson Posted May 24, 2024 Author Posted May 24, 2024 10 hours ago, ElDorado said: Yes Forgot to mention, on the missing terrain, it depends on camera position - sometimes it's missing, sometimes is fine I will check on nifskope EDIT - On first glance nothing wrong in nifskope, I will try to contact the author of the plugin that last override the records If the LOD files look OK and also contain the water planes, then the data in plugins is NOT causing the problem. This sounds like a problem with AABB culling. As a test, check if it also happens with "LOD Fixes and Improvements - NVSE" temporality disabled.
ElDorado Posted May 24, 2024 Posted May 24, 2024 5 hours ago, sheson said: If the LOD files look OK and also contain the water planes, then the data in plugins is not causing the problem. This sounds like a problem with AABB culling. As a test, check if it also happens with "LOD Fixes and Improvements - NVSE" temporality disabled. I tried disabling both the mod you mentioned and "strip region light fix" which is the mod the last override the cells, no luck here's a video to better show the problem https://streamable.com/ebnvx6 and https://streamable.com/vb0itz
sheson Posted May 24, 2024 Author Posted May 24, 2024 1 hour ago, ElDorado said: I tried disabling both the mod you mentioned and "strip region light fix" which is the mod the last override the cells, no luck here's a video to better show the problem https://streamable.com/ebnvx6 and https://streamable.com/vb0itz Yes, this looks like a problem with the AABB culling. Generate new terrain LOD meshes with this version https://mega.nz/file/oYpkhCQR#mg8-OnmrTs9FIgJtWlgR27u_GUx0aNVieLoos4bF1mo and test if they work better.
ElDorado Posted May 24, 2024 Posted May 24, 2024 3 hours ago, sheson said: Yes, this looks like a problem with the AABB culling. Generate new terrain LOD meshes with this version https://mega.nz/file/oYpkhCQR#mg8-OnmrTs9FIgJtWlgR27u_GUx0aNVieLoos4bF1mo and test if they work better. this solved the montains issue, all looking as it should now sadly the water is still busted. When looking from up the road down to cottonwood cove, it goes like this: far distance = visible, medium distance = missing, close distance = visible again
sheson Posted May 24, 2024 Author Posted May 24, 2024 22 minutes ago, ElDorado said: this solved the montains issue, all looking as it should now sadly the water is still busted. When looking from up the road down to cottonwood cove, it goes like this: far distance = visible, medium distance = missing, close distance = visible again Does this not happen with vanilla terrain LOD meshes? Does it happen with "LOD Fixes and Improvements - NVSE" installed and active? Post the player position with player.getpos x and player.getpos y from console when the water does not show.
ElDorado Posted May 24, 2024 Posted May 24, 2024 3 hours ago, sheson said: Does this not happen with vanilla terrain LOD meshes? Does it happen with "LOD Fixes and Improvements - NVSE" installed and active? Post the player position with player.getpos x and player.getpos y from console when the water does not show. well, turns out it does happen with the vanilla meshes, here's a screen with all lod related mods disabled and with the coords
sheson Posted May 24, 2024 Author Posted May 24, 2024 1 hour ago, ElDorado said: well, turns out it does happen with the vanilla meshes, here's a screen with all lod related mods disabled and with the coords I get the water with vanilla terrain LOD and LOD generated with xLODGen in this case in a true vanilla game and default INIs. It is possible that different distance settings have an effect when/how this happens. In any case, if vanilla LOD has it, too, I wouldn't know what to change in the meshes - as there is only one AABB for both terrain and water and when I tested large z extends it didn't change anything with the test case near the damn. I was under the impression LOD Fixes and Improvements - NVSE fixes this bug with water LOD.
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