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Adonis VII
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Alright, well that's easy

Alright, well that's easy enough to change then.  Another question: FNVLODGen removes polys that are underground.  Is this just the landscape or does it include underwater?

zilav
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Only under landscape for

Only under landscape for fallouts, because LOD water is not a part of landscape LOD like in Skyrim (water is actually a flat plane mesh there in landscape LOD files).

Adonis VII
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Alright cool.  I was just

Alright cool.  I was just working on some meshes that are partially submerged and was deciding if I should manually remove the underwater polys (You can't tell from a distance anyway).

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I made a new esp that solved

I made a new esp that solved the rock issue in vegas. I also made some corrected LOD textures for NMC, and included the asphalt lod.

 

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Hmm what rock issue? Did I

Hmm what rock issue? Did I miss VWD flag on some newely added static? I'm playing FNV now with new generated LOD and yet to notice any issues.

Also can I upload NMC LOD textures on FNVLODGen page?

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No, when I made the TTW esp I

No, when I made the TTW esp I missed them from the newer FNV one.

You'll have to ask NMC that, but I don't think he'll care? Adonis sent me one earlier for the solar panels too. I still need to adjust the asphalt a bit, it's too light still.

BTW what I said before about LOD textures appearing too bright in game is true, I spent about an hour tweaking those rock lod textures to have close to the right brightness/contrast/hue.

 

Adonis VII
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I asked NMC for permission

I asked NMC for permission for myself and Zilav already, so Zilav will be able to upload his textures. I'm going to do my own upload of NMC's textures for my new meshes, but might as well just release his textures for default meshes now on the LODGen pages.

 

proof if curious: http://i.imgur.com/22gPNGD.png

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Well awesome then, I'll do

Well awesome then, I'll do more.

zilav
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Well I'll just wait then when

Well I'll just wait then when you finish your new pack with new and updated meshes and textures. Actually I can upload new cliff meshes from Sheson too if you want to finish with remaining cliffs and rocks yourself. The only reason I didn't include them in FNVLODGen resource pack is because there are few missing cliffs and large rocks there, and you clearly see the difference in game having new meshes and old ones side by side, simply an eyesore. So I included only new small rock meshes, they blend nice with vanilla ones.

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Will there be FO3 rocks too,

Will there be FO3 rocks too, or are they the same?

zilav
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No they are different, but

No they are different, but vanilla LOD for rocks and cliffs in Fallout3 is quite good on it's own.

Adonis VII
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Well it might be better for

Well it might be better for you to upload.  I'll could still be awhile as I have a PhD thesis to submit so not a whole lot of time for meshes atm. Plus Sheson is obviously alot more experienced than me so his rocks will be miles better.

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I'm not sure when he will

I'm not sure when he will able to finish them, last time he mentioned that not too soon since he is busy with other stuff atm.

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Adonis VII
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So I came across some statics

So I came across some statics that don't have their own mesh but instead use Alternate Textures. I figure the simplest way around this is just make my own mesh to accompany the _lod mesh for generation, and just have the user disable .esp after its generated like this:

Unless there is another way around it to get xLODGen to pull the correct LOD texture otherwise?

 

EDIT: I wouldn't actually have to have the full model would I? Just have the esp point to Bilboardxxx.nif, and xLODGen will only pull Billboardxxx_lod.nif.

zilav
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Unlike Skyrim which stores

Unlike Skyrim which stores LOD file names right inside STAT records, there is no way to differentiate models using alternate textures unless it has a different file name. You are doing it right - override such records and change the model name, so you can use different _lod.nif file. The new full model could not even exist if ESP will be used only during LOD generation.

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I've got a problem. When I

I've got a problem. When I install the F3 and NV (with trees) resources  into Mod Organizer my title screen looks like this:

http://i247.photobucket.com/albums/gg160/tizerist/FalloutNV%202015-08-29...

^^Thats my cursor, a mini TTW logo, I think. What am I doing wrong? Even deleting the 2 resources doesn't make it go away...

EDIT: Ok, fixed it seems...still testing *baffled*

EDIT2: Ok, ready to give up on this madness. The only way I can solve duplicate trees in CW is by installing the FO3 resources zip into MO. THAT,  at least, rids me of duplicate trees, even if it does put a hell of a lot of individual files into the game folders. If anyone can tell me which files are only required in this package to solve duplicate trees then I can trim this package down. Any attempt to generate LOD gives me 3 trees on one spot, as well as extra unwanted trees in the CW.

Its obviously not the correct way to do this, but it rids me of the basic tree glitch. I'm ready to listen to any forthcoming advice, but for now, I'm sticking to just installing FO3resources.

zilav
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Anything that have "tree" in

Anything that have "tree" in the file or folder name. But honestly you need the full package anyway because it not only adds new meshes ad textures, but also fixes the existing ones.

I also don't understand the problem with the package size, why does it matter when you have a mod manager to manage all files automatically, be it MO or WB. You can install and remove mods with a single mouse click in both retaining the proper original files if they were overwritten.

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Problem with package size is

Problem with package size is the possibility of the game running slower with more [non-esp/esm] files in the folders. I don't know if that actually does happen with NV, but with other games it does.

Nevertheless, the non-esp method I am using does rid the game of duplicate trees, which was my original goal. So if theres no downside to this method, then I am happy. Thanks.

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Can I disable TTWLodGEn.esp

Can I disable TTWLodGen.esp after creating the LOD or do I have to use it for correct LOD?

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It needs to remain in your

It needs to remain in your load order.

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hmm strange. When i use the

hmm strange. When i use the script and run fnv lod gen with fo3 forested flora billboards and flora overhaul and fnv dead flora overhaul both with resources, i get this area right outside goodsprings with this LOD and only this area, when i approach this area it crashes my game.hmm.... 

http://puu.sh/msM0e/c3068f0835.jpg

Enomer

zilav
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Try to update to the latest

Try to update to the latest version on nexus 3.1.2a and regenerate.

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Thanks zilav, everything

Thanks zilav, everything looks excellent, looks like i have lots of green trees in the mojave despite using ttw vfo and picking dead addition, but upon lod generation with forested billboards for fo3 i have just a few trees near goodsprings, not many, but just a big bunch of them. 

All LOD looks great for both watstelands, i have yet to see zion but will take screenshots :p

Enomer

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I made VFO billboards with

I made VFO billboards with FO3 in mind only and tested there. I know that TTW has changes to trees used in FO3 worldspace, so maybe they affect something.

Frankly speaking my billboards suck and look awful because I just grabbed screenshots from NifScope and put them in game. I still wish someone good with Photoshop/GIMP will create much better looking versions, maybe even Vurt himself. However he said that he hates making LODs, so not much hope here.

Adonis VII
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zilav wrote:

zilav wrote:

 

I made VFO billboards with FO3 in mind only and tested there. I know that TTW has changes to trees used in FO3 worldspace, so maybe they affect something.

Frankly speaking my billboards suck and look awful because I just grabbed screenshots from NifScope and put them in game. I still wish someone good with Photoshop/GIMP will create much better looking versions, maybe even Vurt himself. However he said that he hates making LODs, so not much hope here.

I've been talking with Tomzik (author of that new LOD mod that just came out).  I showed him how to remove the flicker during LOD transition, and he said he tree LOD meshes are on his to-do list.

zilav
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I hope he can make the real

I hope he can make the real 3D LOD meshes for trees like used around Jacobstown, not the billboard style. Dead trees can stay as billboards since they are thin.

RoyBatty
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When I'm motivated again I'll

When I'm motivated again I'll make billboards for the other small plants with nifskope and your tool.

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i get green billboards still

i get green billboards still screenshot:

http://puu.sh/mvYn1/c0d5369be5.jpg

 

Aside from that all LOD is very satisfying to play with, no issues.

Enomer

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http://forums.nexusmods.com

http://forums.nexusmods.com/index.php?/topic/2716294-fnvlodgen/page-18#e...

You have missing LOD texture(s) and actually FNVLODGen lists them in log when generating LOD. Unlike GECK I decided to not abort LOD generation process when some LOD texture is not found, but instead use a special green replacer similar to how game uses a special sign mesh for missing meshes and purple solid color for missing textures.

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oh, i accidentally had fo3

oh, i accidentally had fo3 lodgen and fo3 lodgen resources enabled and overwriting my fnv lodgen.esp, there we go, beautiful.

Enomer

Adonis VII
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I've still been slowly

I've still been slowly working on assets when I have the time. I'm about to finish the overpasses:

However I have a question I wonder if anyone might know.  How can you add shadowing directly to a mesh? Particularly in Blender? As you can see in the image below my LOD Mesh (left) is lacks the shadow detail of the high poly mesh (right), but I'm unsure how to correct this for my assets.

 

EDIT: I figured out how to fix and apply vertex colors properly.

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