Difference between revisions of "World LOD"

65 bytes added ,  16:47, 15 March 2009
imported>Yossarian22
imported>Yossarian22
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*During the mesh generation process it could be that GECK seems to be crashed, this is only in some cases true, but mostly it still generates new meshes and only the process bar is frozen.
*During the mesh generation process it could be that GECK seems to be crashed, this is only in some cases true, but mostly it still generates new meshes and only the process bar is frozen.
* Currently, all of the functionality that creates textures creates source TGA textures that need to go through GECK build process to actually be visible in the game. When generate of landscape LOD textures is finished, you will find the generated DDS LOD textures outside your Fallout3 Game Directory in source\textures TGA\landscape\LOD\(Directory named as your worldspace)  
* Currently, all of the functionality that creates textures creates source TGA textures that need to go through GECK build process to actually be visible in the game. When generate of landscape LOD textures is finished, you will find the generated DDS LOD textures outside your Fallout3 Game Directory in source\textures TGA\landscape\LOD\(Directory named as your worldspace)  
*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.
*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 the file structure 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.
*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\Meshes Directory and use then the file structure of your meshes.bsa
*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.
*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.
*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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