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Updating the wasteland LOD for a mod


TheNonsenseFactory

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Hi all,

 

I am adding a building and some piles of rubble to the DC Wasteland, and I am concerned that it might look strange without updating the LOD.

 

I did some digging around and there seems to be a way to generate LOD for just a few cells (http://forums.nexusmods.com/index.php?/topic/782478-generating-lod-one-cell-at-a-time/). It relies on the fact that the GECK will not generate LOD for an area if the output files are already there. So by selectively removing only the files for the areas you want to generate LOD for you can drastically cut down on time.

 

The question then is, is there any way to include just those updated LOD files with the mod insetad of the whole DC wasteland (which is large and also may conflict with other updates to LOD).

 

That is, if I put just the LOD files that contain the new architecture in meshes/landscape/lod/wasteland will that override those specific LOD files, and use the standard Fallout 3 LOD for other areas (from the bsa)?

 

If anyone have any experience to share, or can point me to a tutorial or article that would be great!

 

Thanks,

The Nonsense Factory

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  • 2 weeks later...

Not that I am aware of. The generating LOD is for seeing at a distance other than a few meters away like when your walking up to tenpenny. I had the same issue and it will take alot of time depending on how fast your cpu is. Go DL the world space tutorial it will help some but other than that its freestyle,lol sux I know. It works faster on a newly generated landscape and isnt as hard to create as u would think. Just place a teleport marker to where ever it would be logical as a boat or tunnel or basic entering a door are all the same so generating new land is a wee bit easier than taking some things out that doesnt want to leave when u have done deleted it, if you know what I mean.

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