punisher454 Posted August 27, 2009 Share Posted August 27, 2009 I am new to FO3 but have some experience in other game engines (HL2,DOOM3,UT3,Crysis). Do the object and character models in FO3 use an LOD system? and if so what is the correct method for creating them. I have been searching but cannot find much info. I use 3dsmax btw, and I notice Blender is very popular here (much more so than the other game's I've messed with). I also see that FO3 uses the same base engine as Oblivion, is there a list of differences between the two? reason I ask is that there seems to be quite a bit of info on oblivion modding and I assume most oblivion modding techniques will apply here too? ThanksMarvin Link to comment Share on other sites More sharing options...
SpeedyB64 Posted August 28, 2009 Share Posted August 28, 2009 LOD in fallout is problematic. It can only be generated all at once for an entire worldspace. Only certain objects can have lod, Only trees and statics, the lod objects are a seperate mesh with the same name as the original object but with _lod on the end of the name for example: Building.nif -> Full detailed objectBuilding_lod.nif -> low detail LOD version and the full detail mesh in the GECK has the LOD check box checked in the options for that object. But the only way to get lod for your placed objects is to regenerate the lod for the entire world space. I've heard that their might be a tool in the works that can find specific cells in the lod file, this would allow you to generate the lod for the entire wasteland and then take the sections you want and return the rest to normal and only change the ones you want. I hope that was clear enough, if not let me know and I'll explain it better and in more detail. Link to comment Share on other sites More sharing options...
punisher454 Posted August 28, 2009 Author Share Posted August 28, 2009 okay, thanks. I have been trying to get my head around some of the ways Fallout does things. Definitely very different from games like Crysis. I was looking at the oblivion TES editor wiki and came across a page about visible distant objects (LOD). very different from many game engines which have all the LOD models in the model file, very simple and quick. So what I gather so far is that even if I use the original unmodified terrain, and just want to move/add objects I have to rebuild the LOD to get evrything working right. And currently there is a problem determining which files correspond to the area of the map you are woking on, so people are having to rebuild the whole thing, which is VERY slow. Is that about right? Also animated models such as monsters ,NPC's and weapons have no LOD sub models, only terrain, vegetation and structures. am I straight on that one too? Thanks for your time.Marvin Link to comment Share on other sites More sharing options...
Dyadya_Fedor Posted August 30, 2009 Share Posted August 30, 2009 Maybe it's not necessary to rebuild whole worldspace LOD. Look here http://thenexusforums.com/index.php?showtopic=126510 Link to comment Share on other sites More sharing options...
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