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Loads of missing LOD meshes... Fake LOD with planes?


msivo

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It looks like loads of the objects in Fallout 4 don't have any LOD objects. I generated test LODs for my worldspace and seeing as the landscape is rather vast and open, I quickly noticed that many many pieces simply have no LOD at all...

 

I wont be able to create my own LOD models for all the missing ones so I wonder if anyone is planning on a mod that creates the missing ones? Or does anyone know any workarounds I could use... What comes to mind as a "hack" is if there were flat gray planes I could place inside some of my larger buildings to hide the missing lods...

 

A couple of examples where a simple plane placed inside the building walls would probably work...

http://i1334.photobucket.com/albums/w658/Msivonen/ScreenShot33_zpszuqp56zm.png

 

http://i1334.photobucket.com/albums/w658/Msivonen/ScreenShot34_zpsxxl9g0c0.png

 

http://i1334.photobucket.com/albums/w658/Msivonen/ScreenShot35_zpslwonqa8o.png

 

http://i1334.photobucket.com/albums/w658/Msivonen/ScreenShot36_zpsshkxi7sp.png

 

http://i1334.photobucket.com/albums/w658/Msivonen/ScreenShot37_zpskp5tinqv.png

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LODs simply simplify distant detail for rendering speed improvements. When 'non-visible' elements are NOT rendered at all, it is because of an OCCLUSION mechanism.

 

When distant objects that should be visible are not rendered (no LOD), it is because Beth is CULLING distant detail for rendering speed, and assumes at a certain distance the absence of some objects won't be too noticable.

 

But, BUT, ***BUT*** you CANNOT 'game' this awful ancient engine. You must, instead, work with it- noticing the tricks Bethesda uses, and realising these tricks are NOT arbitary or 'odd'- but a sane and rational way of trying to get the best from a very poor engine.

 

There is no turning the engine behind FO4 into a state-of-the-art 2016 open world engine- no matter how hard a modder works. Individual up-close discrete mesh assets, like people, can certainly (if animation is ignored) be improved to be as good as anything on the market- that ain't an engine thing. But we are stuck with the hard limitations of how the engine renders the world.

Edited by zanity
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Hmm... Thanks for clarifying that... The problem remains the same though... Depending on what the engine uses to determine what to cull... Does it depend on the size of the object or what? If there is just some property in the objects I can see practically from the other side of the map, can I not import a custom model, a one sided gray plane for an example and define it to be never culled and patch the "holes in the lod" with those? Have you got any tips as to how Bethesda works around the problem? I've already planned to fiddle with the weather system to hide some of the imperfections I've encountered, especially since that fits in with the lore of the mod...

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