Difference between revisions of "World LOD"

1,246 bytes added ,  15:34, 15 March 2009
imported>JSweeney
 
imported>Yossarian22
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* Currently, all of the functionality that creates textures creates source TGA textures that need to go through our build process to actually be visible in the game.  (This might be changing - TBD)
* Currently, all of the functionality that creates textures creates source TGA textures that need to go through our build process to actually be visible in the game.  (This might be changing - TBD)
* The mesh generation process requires at least 1GB of memory and takes a rather long time, on the order of 6-8 hours.
* The mesh generation process requires at least 1GB of memory and takes a rather long time, on the order of 6-8 hours.
*Source TGA textures for generate LOD-Objects dont extract automaticly out of your textures.bsa Archive. Open your textures.bsa archive and extract the required DDS textures for your LOD-Objects out of this Archive. Then convert those DDS textures into source TGA textures. Use a Programm like http://www.irfanview.de/ for it. Now copy those converted TGA textures into source\textures TGA\(now use Filestructure of textures.bsa Archive here). Source\textures TGA\ is located outside your Fallout3 Game Directory.
*For successful generate of LOD-Objects not only the required TGA textures are needed in the correct Path, but the required _lod.nifs too. Open your meshes.bsa archive and extract the required _lod.nifs out of your BSA-Archive into your Fallout 3 Data Directory.
*The capital wasteland worldspace is located at a coordinate of around 10500z. You should always create a new worldspace far above this z coordinate, what means at a minimum of 3000z above 10500z. In other case you will get floating trees in the sky or above the ground when you change worldspaces.
*Be aware when creating LOD for worldspaces with worldspace autowater that you will get in some cases big surface holes in the Water-LOD and it's not easy to fix them.


[[Category:World]]
[[Category:World]]
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