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


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#376 sheson

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Posted Yesterday, 12:30 PM

Hi there, I noticed when generating terrain in fallout new vegas, the terrain texture for the " none " landscape texture is set to the wrong file which causes white terrain where that texture is used. This has been a problem for working on my arizona project expanding the main map eastwards, we thought using this tool could make generating terrain for the new lands simple but this bug will affect the visual experience people have in the mod. 

 

There is also a bug with the water as you can see where sometimes water will appear cut off or generally have problems.

 

The terrain was generated with the default settings you've set for fallout new vegas in mind.

 

 

 

 

 

Can you check the terrain meshes / textures for the region. The terrain mesh [worldspace].level[4|8|16|32].x[x].y[y].nif for the area will most likely use the correct the correct terrain texture [worldspace].n.level[4|8|16|32].x[x].y[y].dds, but rather that the texture might contain the white / default texture area.

 

Check/upload the logfile from xLODGen if it had messages about missing landscape textures or other errors.

 

What game (vanilla/dlc/mods), worldspace, coordinates are the screenshots showing?

 

Make sure to use latest version from first post.


Edited by sheson, Yesterday, 12:33 PM.

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#377 TheGreatBhan

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Posted Yesterday, 02:36 PM

I don't know much about what you guys do but all I can say is i don't think terrain lod generation ( which obsidian would of had to do ) is supposed to go from what game looks like before generation.

 

unknown.png

 

to this 

 

unknown.png

 

Okay?

 

In terms of coordinates it  happens anywhere where the texture paint called " None " is used. Outside of the playable space that obsidian hasn't detailed. I can't give exact coordinates as it happens in a lot of places on the map, I guess 36, 4 maybe if i remember is one outside of the map where you can see this ( sorry if thats wrong )

 

Log file wasn't pointing to anything :/

 

Game has mods but none that affect terrain apart from my WIP project which has terrain paint/height edits currently to where the bug is not present.... 

 

Version i'm using is the link on the first page. 


Edited by TheGreatBhan, Yesterday, 02:37 PM.

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#378 sheson

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Posted Yesterday, 02:56 PM

I don't know much about what you guys do but all I can say is i don't think terrain lod generation ( which obsidian would of had to do ) is supposed to go from what game looks like before generation.

 

unknown.png

 

to this 

 

unknown.png

 

Okay?

 

In terms of coordinates it  happens anywhere where the texture paint called " None " is used. Outside of the playable space that obsidian hasn't detailed. I can't give exact coordinates as it happens in a lot of places on the map, I guess 36, 4 maybe if i remember is one outside of the map where you can see this ( sorry if thats wrong )

 

Log file wasn't pointing to anything :/

 

Game has mods but none that affect terrain apart from my WIP project which has terrain paint/height edits currently to where the bug is not present.... 

 

Version i'm using is the link on the first page. 

 

So this is Fall Out New Vegas, so this is in WastelandNV around 36,4. I will have a look and see what I get.


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#379 TheGreatBhan

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Posted Yesterday, 03:06 PM

So this is Fall Out New Vegas, so this is in WastelandNV around 36,4. I will have a look and see what I get.

 

I think it's around there, anywhere outside the playable space you'll notice it most likely.


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#380 TheGreatBhan

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Posted Yesterday, 03:31 PM

37, 12 sorry


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#381 sheson

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Posted Yesterday, 05:39 PM

37, 12 sorry

Close enough. In one of the last update I somehow broke painting of vertex colors for cells without layers. That's why it shows the plain default textures. It is fixed in beta 34.


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#382 TheGreatBhan

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Posted Yesterday, 05:54 PM

Ah cool thanks, did that fix the water bug too?


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#383 sheson

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Posted Yesterday, 06:00 PM

Ah cool thanks, did that fix the water bug too?

AFAIK that is the game engine being crappy with occlusion culling. It does it with vanilla water LOD too.


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#384 TheGreatBhan

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Posted Yesterday, 06:20 PM

I noticed it seemed even more off after that though like in x29 you could get these water gaps appearing, this wouldn't happen in vanilla. If you do a quick comparison ingame vanilla, rotate camera around on a beach with water and you'll notice it's mostly fine, but then run the tool and try it and you'll get results like this from time to time.

 

(although i've yet to test on x34 since the whie terrain bug was fixed, perhaps water looks better with correct texture pointed instead of white underwater )

 

unknown.png

 

unknown.png


Edited by TheGreatBhan, Yesterday, 06:28 PM.

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#385 sheson

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Posted Yesterday, 06:51 PM

I noticed it seemed even more off after that though like in x29 you could get these water gaps appearing, this wouldn't happen in vanilla. If you do a quick comparison ingame vanilla, rotate camera around on a beach with water and you'll notice it's mostly fine, but then run the tool and try it and you'll get results like this from time to time.

 

(although i've yet to test on x34 since the whie terrain bug was fixed, perhaps water looks better with correct texture pointed instead of white underwater )

 

 

 

 

 

59721-1544312963-1156786772.jpeg

 

59721-1544312980-562531626.jpeg

 

It is certainly not mostly fine with vanilla LOD. It just looks different because of the "skirts" and the way xLODGen optimizes LOD water down to 2 triangles per cell.

 

Your screenshots (and mine) look like tcl is used. Check how things are with clipping enabled. Also the LOD distance settings in the INI might influence this.

 

If anyone can point out what to change in vanilla LOD meshes to counter this, the same changes can be done in xLODGen. I already tried bigger MultiBound values but I did not notice any changes. I might give that another try.


Edited by sheson, Yesterday, 06:54 PM.

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