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Tutorial: Generating Tree LOD FNV/F3


MartinPurvis

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I convert my textures to TGA using Photoshop and there is a check box to Save the original Alpha Channel. I don't know how it would work in other programs like GIMP or paint.

I have done all that but my Joshua Tree LOD still looks the same. I don't know what I'm doing wrong.

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Open up the YourWorldspace.Buidings.dds under Textures\landscape\LOD\YourWorldspace\Blocks in Photoshop and you'll see all the LOD objects in a grid. there should be transparency where you can see through the building or object. (Not in NV Joshua trees end up in this file.) compare with vanilla Worldspace.buildins.dds and you'll see the issue.

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Open up the YourWorldspace.Buidings.dds under Textures\landscape\LOD\YourWorldspace\Blocks in Photoshop and you'll see all the LOD objects in a grid. there should be transparency where you can see through the building or object. (Not in NV Joshua trees end up in this file.) compare with vanilla Worldspace.buildins.dds and you'll see the issue.

Everything looks right but my LOD still looks like this from a distance: https://imageshack.com/i/mzarrhj

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Open up the YourWorldspace.Buidings.dds under Textures\landscape\LOD\YourWorldspace\Blocks in Photoshop and you'll see all the LOD objects in a grid. there should be transparency where you can see through the building or object. (Not in NV Joshua trees end up in this file.) compare with vanilla Worldspace.buildins.dds and you'll see the issue.

Everything looks right but my LOD still looks like this from a distance: https://imageshack.com/i/mzarrhj

 

 

If you're still trying to do this, On step 2 when you export as TGA could you try unticking the RLE compression and see if that helps? I've got a feeling that might be causing alpha problems, I would do it myself but I'm not home. :smile:

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Open up the YourWorldspace.Buidings.dds under Textures\landscape\LOD\YourWorldspace\Blocks in Photoshop and you'll see all the LOD objects in a grid. there should be transparency where you can see through the building or object. (Not in NV Joshua trees end up in this file.) compare with vanilla Worldspace.buildins.dds and you'll see the issue.

Everything looks right but my LOD still looks like this from a distance: https://imageshack.com/i/mzarrhj

 

 

If you're still trying to do this, On step 2 when you export as TGA could you try unticking the RLE compression and see if that helps? I've got a feeling that might be causing alpha problems, I would do it myself but I'm not home. :smile:

 

Bah Humbug! :wallbash: It still won't work! Maybe I'll send you the world space to see whats up, after I go to bed, its almost 4 in the mourning where I'm at. Warning though about my world space, its pretty fricken huge. I may have gone a little overboard with it. :wacko:

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