Difference between revisions of "Talk:World LOD"

From the Fallout3 GECK Wiki
Jump to navigation Jump to search
imported>Qazaaq
m (adding headers, blockquoting the quote)
imported>Truant
(various observations)
Line 24: Line 24:
LOD creation may simply delete your landscapes for no appearent reason...
LOD creation may simply delete your landscapes for no appearent reason...
[[User:Jaysus|Jaysus]] 15:11, 2 June 2009 (UTC)
[[User:Jaysus|Jaysus]] 15:11, 2 June 2009 (UTC)
=='''Weird LOD Mesh Errors and Other Observations'''==
Based on some preliminary experiments with LOD generation in small world spaces, I've noticed that LOD meshes generated using cells that fall outside the range of modified cells (ie. beyond the 'border') are prone to strange errors: cubic, rectangular shapes, often missing faces with seemingly random elevations. LOD meshes within the borders of modified cells do not seem to exhibit these tendencies. This would not be a problem except that these LOD meshes are visible beneath the water. In a very small world space, LOD is not required, so this problem could be avoided, but it seems like a good policy to make larger world spaces enclosed with land as opposed to water.
Also, it seems that sometimes the LOD mesh is visible projecting from parts of the real land mesh even when you are standing right on top of it (or floating beside it underwater, as was the case for me).
I also noticed that if you swim beyond the border of modified cells, any LOD object meshes that you have get stuck in a permanent 'on' state and do not disappear when you reapproach the mesh. You can not get rid of these meshes by reloading; you actually have to exit Fallout completely and restart it.
Plus: does anyone know anything at all about the *.DLODSettings file? I looked at it in a hex editor, but that didn't reveal anything to my untrained eye. [[User:Truant|Truant]] 06:20, 23 October 2009 (UTC)

Revision as of 01:20, 23 October 2009

AutoWater generation error

"you will get in some cases big surface holes in the Water-LOD and it's not easy to fix them"

I am having problems with : AutoWater generation error in cell (...) (Whatever I am building or not the World LOD, in fact)

Let's create a (totally new) worldspace, with water custom data (and waterLOD enabled - or not !) ...Everything is working fine as long as we have only a few cells of created landscapes (Logically, everything else in the worldspace remains waters)

But, soon the AutoWater generation error occurs while using Landscape Editing Category:Landscape or Heightmap Editing to make the landscape bigger...

  • ...Sometimes it happens while :
    • Still shaping the terrain (Most often while shaping a far-from-camera cell, in the render view)
    • Saving the .Esp file (After any shaping without errors at this time)
    • Testing the world in game (No error messages, but auto-water generated cells aren't be rendered as these should be: Landscapes are above waters, where it should'nt or, even worst, there is no water-rendering at all while the water is although here)
  • PlaceableWater used in the worldspace, or in any other outside worldspaces with auto-generated waters will provoke a lot of errors.

Note: All of these tests have been made with clean backups each time. I searched a lot any work-around to prevent this to happen, or at least to fix it once happenned, but I did find nothing yet... Then, I searched everywhere for peoples having the same issue, but without success. Any help would be appreciated, THX. --dZastreux 13:37, 20 March 2009 (UTC)

LOD generation deleting landscapes

ATTENTION!!! LOD creation may simply delete your landscapes for no appearent reason... Jaysus 15:11, 2 June 2009 (UTC)

Weird LOD Mesh Errors and Other Observations

Based on some preliminary experiments with LOD generation in small world spaces, I've noticed that LOD meshes generated using cells that fall outside the range of modified cells (ie. beyond the 'border') are prone to strange errors: cubic, rectangular shapes, often missing faces with seemingly random elevations. LOD meshes within the borders of modified cells do not seem to exhibit these tendencies. This would not be a problem except that these LOD meshes are visible beneath the water. In a very small world space, LOD is not required, so this problem could be avoided, but it seems like a good policy to make larger world spaces enclosed with land as opposed to water.

Also, it seems that sometimes the LOD mesh is visible projecting from parts of the real land mesh even when you are standing right on top of it (or floating beside it underwater, as was the case for me).

I also noticed that if you swim beyond the border of modified cells, any LOD object meshes that you have get stuck in a permanent 'on' state and do not disappear when you reapproach the mesh. You can not get rid of these meshes by reloading; you actually have to exit Fallout completely and restart it.

Plus: does anyone know anything at all about the *.DLODSettings file? I looked at it in a hex editor, but that didn't reveal anything to my untrained eye. Truant 06:20, 23 October 2009 (UTC)