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how to generate lod objects using FO3lodGen


yaro127

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ok, I've made some low poly meshes of buildings (suburbanranch_lod.nif etc.) in blender,they show up in nifskope and have proper lod data structure, textures too but when i put the meshes in Data\meshes\architecture\suburban folder and run fo3lodgen.exe meshes wont show up in game,i still cant see suburbanranch from far WHYYYYYYY ???

 

i'm trying to add more "visible when distant objects" to wasteland so we can see bigtown and other small settlements from far away in 2016 lol

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ok, I've made some low poly meshes of buildings (suburbanranch_lod.nif etc.) in blender,they show up in nifskope and have proper lod data structure, textures too but when i put the meshes in Data\meshes\architecture\suburban folder and run fo3lodgen.exe meshes wont show up in game,i still cant see suburbanranch from far WHYYYYYYY ???

 

i'm trying to add more "visible when distant objects" to wasteland so we can see bigtown and other small settlements from far away in 2016 lol

from outside a cell grid? there are some things that depend on basic settings as in the ini file settings for more distant pop ins.

then there is a global setting that requires a plugin instruction developed with in the Garden Of Creation Kit, the procedure is kinda tricky too.

 

It deals with Volatility of the scenes areas, data that controls view / horizons weather and sky details.

Objects them selves can't Violate the games structures. But ,I would like to know if these things are visible with in the geck preview window first? The geck, you can reset its' Ugrids so more cells load, current default settings only allow for a single quad of cells..this can be expanded at great cost to stability using the tool set....slowly do things.

 

so, does these things show up there?

do you know how to change the kit's settings?

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This kinda dark, but the shot at the time was in fact a judging of distance with a Bridge overpass...you can not tamper with these structures.

this is an overkill of a shot. all basic settings ini files Untouched

http://s26.postimg.org/fsaz0rqmh/Screen_Shot1621.png

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I am going to post instructions here in picture format Just to get you started and supply 1 plugin for you to test and use as a source file.

I have 2 shots to show.

when you have saved each section / apply to nd save and log out of the geck, you start over with a new plugin for the next section of big town when all are done, then you can merge them using a Java utility and the na final load into the geck to set the "offsets" for the world spaces and collision tables.

 

each quad cell is a giant Qube...so there are invisible spheres surrounding the Entire area of big town.

http://s26.postimg.org/y95drl6kp/Bigtown_default_view_distance.jpg

http://s26.postimg.org/cb8wxsrk9/Bigtown_distance_view_step_2.jpg

 

Kitty Black

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