alphaniner Posted September 18, 2022 Share Posted September 18, 2022 49 minutes ago, DoubleYou said: Yes. Thank you! Link to comment Share on other sites More sharing options...
sheson Posted September 18, 2022 Author Share Posted September 18, 2022 1 hour ago, alphaniner said: I have only used xLODGen with the instruction of the Step SkyrimSE Guide so forgive me if this is a stupid question. Should the FO4LODGen Resources used when generating remain enabled when actually playing the game? From the first post of this thread There is no hard requirement for the plugins that define unused LOD models and the FO4LODGen - Main.ba2 to be loaded in the game. However, if you notice flickering LOD textures or other odd behavior keep them in the load order. Let us know if this happened so we can update the instructions. Link to comment Share on other sites More sharing options...
DoubleYou Posted October 4, 2022 Share Posted October 4, 2022 I decided to do some tests with the Use Source Alpha Threshold setting. It works very well to customize the alpha without resorting to re-thresholding the texture itself. Also, I saw significant performance benefits to its use when threshold <128. However, I believe I have found an issue with it that somewhat inhibits my ability to rely on it. The generated LOD meshes generally divides between the meshes using alpha and without, and it prefers to group many alpha items (typically tree leaves) into the same BSMultiBoundNode, using the alpha threshold specified by one of the affected models/materials. I'm not certain on the logic it uses to group these together, but if I have the MapleBranchesLOD.bgsm leaves with its threshold of 80, and the ElmBranchesLOD.bgsm leaves with its threshold of 65, it tends to group these together, choosing either 65 or 80 for the NiAlphaProperty. I think it would be preferable for it to split into a separate BSMultiBoundNode when a differing NiAlphaProperty is used in combination with the Use Source Alpha Threshold setting. I only seem to notice this issue on tree leaves, as I'll find other objects such as Electrical Towers on their own separate node, but this may simply be coincidence. Link to comment Share on other sites More sharing options...
sheson Posted October 5, 2022 Author Share Posted October 5, 2022 10 hours ago, DoubleYou said: I decided to do some tests with the Use Source Alpha Threshold setting. It works very well to customize the alpha without resorting to re-thresholding the texture itself. Also, I saw significant performance benefits to its use when threshold <128. However, I believe I have found an issue with it that somewhat inhibits my ability to rely on it. The generated LOD meshes generally divides between the meshes using alpha and without, and it prefers to group many alpha items (typically tree leaves) into the same BSMultiBoundNode, using the alpha threshold specified by one of the affected models/materials. I'm not certain on the logic it uses to group these together, but if I have the MapleBranchesLOD.bgsm leaves with its threshold of 80, and the ElmBranchesLOD.bgsm leaves with its threshold of 65, it tends to group these together, choosing either 65 or 80 for the NiAlphaProperty. I think it would be preferable for it to split into a separate BSMultiBoundNode when a differing NiAlphaProperty is used in combination with the Use Source Alpha Threshold setting. I only seem to notice this issue on tree leaves, as I'll find other objects such as Electrical Towers on their own separate node, but this may simply be coincidence. The LOD models need an NiAlphaProperty to be separated based on different threshold values. Its threshold will be overwritten with the value from the material file. Is that the case? Edit: use this test version https://mega.nz/file/1VwCjLxC#kRq0vMa149xEAqHIgDHYuSO8N5x_XkGSc04ofMMbeI4 Link to comment Share on other sites More sharing options...
DoubleYou Posted October 5, 2022 Share Posted October 5, 2022 14 hours ago, sheson said: The LOD models need an NiAlphaProperty to be separated based on different threshold values. Its threshold will be overwritten with the value from the material file. Is that the case? Edit: use this test version https://mega.nz/file/1VwCjLxC#kRq0vMa149xEAqHIgDHYuSO8N5x_XkGSc04ofMMbeI4 Thanks! The test version appears to be working as expected. I will continue testing with it. Already the trees look much better using the TexGen generated textures in combination with adjusted threshold. Link to comment Share on other sites More sharing options...
samburga Posted October 27, 2022 Share Posted October 27, 2022 Howdy. I've been banging my head against the wall trying to figure this out. I've been trying to create some .lods for a fallout 4 worldspace I'm making. I generated a .lod file for my worldspace with lodfilegenerator, and went to use FO4Lodgen, but my custom worldspace still isn't showing up in FO4Lodgen. Is there anything I'm critically forgetting to do? Link to comment Share on other sites More sharing options...
sheson Posted October 28, 2022 Author Share Posted October 28, 2022 8 hours ago, samburga said: Howdy. I've been banging my head against the wall trying to figure this out. I've been trying to create some .lods for a fallout 4 worldspace I'm making. I generated a .lod file for my worldspace with lodfilegenerator, and went to use FO4Lodgen, but my custom worldspace still isn't showing up in FO4Lodgen. Is there anything I'm critically forgetting to do? Use the latest xLODGen terrain LOD beta version. The screenshots do not provide the information what version is being used. The logfile would. Make sure xLODGen uses the correct data path. The screenshots do not provide the information which paths are used. The logflle would. The filename needs to match the EditorID of the last overwrite. The EditorID is truncated in the screenshot. Give the worldspace a Name. It is unclear if the plugin adding that worldspace is being loaded. The screenshots do not provide that information. Link to comment Share on other sites More sharing options...
bbypaarthurnax Posted November 2, 2022 Share Posted November 2, 2022 I have a strange problem with self generated lods. When in Commonwealth worldspace, everything looks fine. However if I'm in an indoor cell which shows exterior lods, all of the bridges, the highway and the mass fusion building are invisible. Back when I used Pine Forest Redone mod which comes with pregenerated lods everything looked as it should. Vanilla lods also look fine so it seems this problem is reccuring only when I use my self generated lods. Link to comment Share on other sites More sharing options...
sheson Posted November 2, 2022 Author Share Posted November 2, 2022 14 minutes ago, bbypaarthurnax said: I have a strange problem with self generated lods. When in Commonwealth worldspace, everything looks fine. However if I'm in an indoor cell which shows exterior lods, all of the bridges, the highway and the mass fusion building are invisible. Back when I used Pine Forest Redone mod which comes with pregenerated lods everything looked as it should. Vanilla lods also look fine so it seems this problem is reccuring only when I use my self generated lods. If you require help, provide actual information, logs and the used settings for example. Do not change any of the default object LOD settings. Link to comment Share on other sites More sharing options...
bbypaarthurnax Posted November 2, 2022 Share Posted November 2, 2022 (edited) 8 hours ago, sheson said: If you require help, provide actual information, logs and the used settings for example. Do not change any of the default object LOD settings. Sorry Sheson, was at work when I posted. Impatience... I reinstalled xLODGen and regenerated object LOD once again with only FO4LODGEN Resources and a tree mod. I used the default object lod settings, as you suggested. Logs here Some photo examples with explanation in the description Like I said, this problem only occurs in indoor cells which have exterior lod showing enabled in cell data. At first I thought maybe I messed my ini settings somehow but given the fact both vanilla lods and pregenerated lods from certain tree mods look fine I believe I'm somehow messing up when generating my own. EDIT: Regenerated once more without FO4LODGEN Resources, the highway now isn't invisible however Mass Fusion building still is. Edited November 2, 2022 by bbypaarthurnax Link to comment Share on other sites More sharing options...
DoubleYou Posted November 2, 2022 Share Posted November 2, 2022 This sounds more like a Previs issue to me. Link to comment Share on other sites More sharing options...
sheson Posted November 2, 2022 Author Share Posted November 2, 2022 2 hours ago, bbypaarthurnax said: Sorry Sheson, was at work when I posted. Impatience... I reinstalled xLODGen and regenerated object LOD once again with only FO4LODGEN Resources and a tree mod. I used the default object lod settings, as you suggested. Logs here Some photo examples with explanation in the description Like I said, this problem only occurs in indoor cells which have exterior lod showing enabled in cell data. At first I thought maybe I messed my ini settings somehow but given the fact both vanilla lods and pregenerated lods from certain tree mods look fine I believe I'm somehow messing up when generating my own. EDIT: Regenerated once more without FO4LODGEN Resources, the highway now isn't invisible however Mass Fusion building still is. 2 hours ago, bbypaarthurnax said: Sorry Sheson, was at work when I posted. Impatience... I reinstalled xLODGen and regenerated object LOD once again with only FO4LODGEN Resources and a tree mod. I used the default object lod settings, as you suggested. Logs here Some photo examples with explanation in the description Like I said, this problem only occurs in indoor cells which have exterior lod showing enabled in cell data. At first I thought maybe I messed my ini settings somehow but given the fact both vanilla lods and pregenerated lods from certain tree mods look fine I believe I'm somehow messing up when generating my own. EDIT: Regenerated once more without FO4LODGEN Resources, the highway now isn't invisible however Mass Fusion building still is. Make sure vertex colors are unchecked. Link to comment Share on other sites More sharing options...
bbypaarthurnax Posted November 22, 2022 Share Posted November 22, 2022 On 11/2/2022 at 10:35 PM, sheson said: Make sure vertex colors are unchecked. Do you mean the tick next to "No vertex colors"? I'm confused whether or not should vertex colors be allowed then. On 11/2/2022 at 9:27 PM, DoubleYou said: This sounds more like a Previs issue to me. I didn't generate previs at all, it's a tiny interior cell. Besides, how do previs affect lods? I was under the impression they don't. Link to comment Share on other sites More sharing options...
DoubleYou Posted November 23, 2022 Share Posted November 23, 2022 "No vertex colors" should be ticked by default, and is what I use. Previs is the game's form of occlusion. It can cause objects to disappear if it isn't set up right. I honestly don't know 100% if it could cause this, but I expect it could. I'm not particularly familiar with the interior cells in the game where you might be able to see LODs outside. Link to comment Share on other sites More sharing options...
sheson Posted November 23, 2022 Author Share Posted November 23, 2022 9 hours ago, bbypaarthurnax said: Do you mean the tick next to "No vertex colors"? I'm confused whether or not should vertex colors be allowed then. That is indeed confusing. "No vertex colors" should be checked. The object LOD meshes should not have any vertex colors. Link to comment Share on other sites More sharing options...
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