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xLODGen - Terrain LOD beta for FNV, FO3, FO4, FO4VR, TES5, SSE, TES5VR


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#331 sheson

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Posted 15 September 2018 - 02:03 PM

Is there a way to increase mesh and texture quality of object LOD similar to the way you can set quality and resolution for terrain LOD? Since Fallout 4 has no DynDOLOD I was wondering if there is a way to improve the object lod similar to the way you can set the quality for meshes and resolution for terrain LOD in xLODGen.


Object LOD uses LOD models and LOD textures. They need to be created.

There are some LOD textures that could be made directly from full models with TexGen. Then those LOD models could use textures with a higher resolution. DynDOLOD_Mod_Authors.html contains a brief explanation of the text file format used by TexGen to create textures.

In case full models are used for LOD, LODGen does some light optimization to counter the increased triangle count that happens because of the re-UV of tiled UV for the texture atlas. However, it is unlikely to happen automatically since that is a feature for DynDOLOD. It is nothing compared to true creation of LOD models, manually or with professional tools.

Edited by sheson, 15 September 2018 - 02:05 PM.

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#332 El_Rizzo

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Posted 15 September 2018 - 07:33 PM

Okay good to know, thanks for the explanation! :)


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#333 MongeHDS

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Posted 16 September 2018 - 09:23 PM

sheson u can release a link to the xLODGEN beta v22?


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#334 sheson

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Posted 17 September 2018 - 03:39 AM

sheson u can release a link to the xLODGEN beta v22?

It is outdated. The newest version should work just as fine. If not, post about whatever problem you might behaving so it gets fixed for everybody.


Edited by sheson, 17 September 2018 - 03:40 AM.

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#335 LoD7995

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Posted Today, 10:43 AM

Probably I'm just blind, but I can't find a changelog anywhere. Is there a separate site for it?


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#336 CcaidenN

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Posted Today, 03:53 PM

Is there a way to fix the world map after using this? I know some people mentioned this problem, but I didn't find a clear answer. I used this with SSE and only used the terrain option. Now my world map is all glitchy looking as long as this is activated.


Edited by CcaidenN, Today, 04:00 PM.

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#337 El_Rizzo

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Posted Today, 03:57 PM

 

Probably I'm just blind, but I can't find a changelog anywhere. Is there a separate site for it?

 

There is no changelog, if there is something important that changed/got added, Sheson posts it here, otherwise consider updates to be minor bugfixes/improvements.


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#338 sheson

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Posted Today, 04:26 PM

Is there a way to fix the world map after using this? I know some people mentioned this problem, but I didn't find a clear answer. I used this with SSE and only used the terrain option. Now my world map is all glitchy looking as long as this is activated.


Depends on what glitchy looking is supposed to mean.
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#339 CcaidenN

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Posted Today, 04:42 PM

Depends on what glitchy looking is supposed to mean.

Bodies of water are very defined and "blocky" looking, and random spots on the map are constantly flickering. I just tried installing "A quality world map" (loose files) AFTER the meshes and textures added by this, which helps, but the water and flickering are still a problem. Having no map mod installed produces the same problem. I can try upload a screenshot if that'd help.


Edited by CcaidenN, Today, 04:55 PM.

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#340 sheson

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Posted Today, 04:56 PM

The water is very defined and "blocky" looking, and random spots on the map are constantly flickering. I just tried installing "A quality world map" (loose files) AFTER the meshes and textures added by this, which helps, but the water and flickering are still a problem. Having no map mod installed presents the same problem. I can try upload a screenshot if that'd help.


This has been asked, discussed and answered plenty of times in this thread already:

The map uses terrain LOD level 32 meshes and textures.

The vanilla LOD level 32 meshes were manually edited by Bethesda to combat z-fighting between water and terrain. xLODGen has the Optimized Unseen drop down that helps with coastlines and shallow terrain under the water surface. Start with values around 500 or 550 for LOD level 32. There are some posts here were users reported their experience with testing values.

Alternatively, you do not have to use all files that were generated - or use the options to generated only specific LOD levels. For example, delete all LOD level 32 meshes and/or textures so they do not overwrite the same files that might be in a BSA from a map mod. Or change overwrite order of loose files accordingly to your preferences. For example, you might prefer to use a map mod that shows roads.

LOD files are very simple and basic. They are just meshes and textures with defined folders and file names for each worldspace and each of LOD levels. Meshes are easy to check in nifskope etc.

Edited by sheson, Today, 05:05 PM.

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#341 CcaidenN

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Posted Today, 05:06 PM

This has been asked, discussed and answered plenty of times in this thread already:

The map uses terrain LOD level 32 meshes and textures.

The vanilla LOD level 32 meshes were manually edited by Bethesda to combat z-fighting between water and terrain. xLODGen has the Optimized Unseen drop down that helps with coastlines and shallow terrain under the water surface. Start with values around 500 or 550 for LOD level 32. There are some posts here were users reported their experience with testing values.

Alternatively, you do not have to use all files that were generated - or use the options to generated only specific LOD levels. For example, delete all LOD level 32 meshes and/or textures so they do not overwrite the same files that might be in a BSA from a map mod. Or change overwrite order of loose files accordingly to your preferences. For example, you might prefer to use a map mod that shows roads.

LOD files are very simple and basic. They are just meshes and textures with defined folders and file names for each worldspace and each of LOD levels. Meshes are easy to check nifskope etc.

I downloaded "A Quality World Map Paper," extracted all the files out of the BSA format the author had them in, then installed that. This actually covers up all the problems with the realistic map and it looks quite nice in my opinion! But, I will experiment with the option you mentioned to see how that does. Thanks.


Edited by CcaidenN, Today, 05:07 PM.

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