Attackpony Posted March 25, 2017 Share Posted March 25, 2017 Hello, I am trying to get LOD to work for my Fallout 4 mod. So far I managed to figure out to get terrain lod and textures to show up. For object lod I use FO4 Edit. But there are still two problems I can not figure out: 1. After loading into my worldspace, distant objects still pop in, but the .BTO files are in place. And I am playing on ULTRA settings.2. I can not get Tree lod to work at all. Used the Tree Flats option in the CK, which creates a 1kb LST file in a folder, but there are no LOD trees. Link to comment Share on other sites More sharing options...
zilav Posted March 26, 2017 Share Posted March 26, 2017 FO4Edit doesn't support LOD generation for FO4 yet.You should use CK, Objects LOD works the same as in Skyrim (unpacking meshes and textures into Source folder, converting to tga, generating, converting atlas back to dds, etc.) so check it's guides.FO4 doesn't use Trees LOD system at all. Link to comment Share on other sites More sharing options...
Attackpony Posted March 26, 2017 Author Share Posted March 26, 2017 A few months back the object lod generation appeared to crash the CK every time for me. Is that fixed? And what does the game do for distant trees? Geometry based LOD or sprites? Link to comment Share on other sites More sharing options...
werr92 Posted March 26, 2017 Share Posted March 26, 2017 A few months back the object lod generation appeared to crash the CK every time for me. Is that fixed? Only you can tell if that's been fixed. They don't use Tree LOD system anymore because trees now are STATIC objects and you should generate them as Object LOD. Link to comment Share on other sites More sharing options...
Attackpony Posted March 26, 2017 Author Share Posted March 26, 2017 Oh, so they are included in static generation. Then The "Tree flats" option is obsolete? Link to comment Share on other sites More sharing options...
werr92 Posted March 27, 2017 Share Posted March 27, 2017 yep, that's right. Link to comment Share on other sites More sharing options...
Attackpony Posted March 27, 2017 Author Share Posted March 27, 2017 (edited) Thanks. Most of the LOD generation appears to work, except for this:Wrapping: A vertex in geom 'ShackBridge01_LOD_0:0' has a texture coordinate well outside of the (0,1) range. Wrapping is NOT supported in LOD. I take it this is because of a wrong setting when converting from DDS to TGA? Not really sure what to do about this. Edited March 29, 2017 by Attackpony Link to comment Share on other sites More sharing options...
Attackpony Posted March 29, 2017 Author Share Posted March 29, 2017 If someone could offer insight into this problem that would be great. Link to comment Share on other sites More sharing options...
zilav Posted March 29, 2017 Share Posted March 29, 2017 All LOD textures are placed on a single atlas texture during generation that's why they can't be tiled/wrapped (have UV values less than 0 or greater than 1). Looks like some vanilla LOD meshes have tiling textures so they will look a bit distorted after LOD generation. If tiling is minimal, you probably won't notice that. Link to comment Share on other sites More sharing options...
Attackpony Posted March 29, 2017 Author Share Posted March 29, 2017 Thanks for the explanation. However I think these error messages are preventing a complete lod generation. Because All lod objects do have a pink texture, and some do not show at all. So these two issues are related? Link to comment Share on other sites More sharing options...
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