Difference between revisions of "World LOD"

1,886 bytes added ,  12:55, 25 October 2009
note about recreating lod data
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(note about recreating lod data)
 
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* Your converted TGA textures must be placed in the Source\Textures TGA\ folder using the same folder structure that the game uses. For example, if your texture is in the Data\Textures\architecture\urban\ folder the TGA file must be located in the  Source\Textures TGA\architecture\urban directory. (The Source\Textures TGA\ directory is located outside your Fallout3 Game Directory in the main Bethesda Softworks directory.)
* Your converted TGA textures must be placed in the Source\Textures TGA\ folder using the same folder structure that the game uses. For example, if your texture is in the Data\Textures\architecture\urban\ folder the TGA file must be located in the  Source\Textures TGA\architecture\urban directory. (The Source\Textures TGA\ directory is located outside your Fallout3 Game Directory in the main Bethesda Softworks directory.)
* Once all of your textures have been extracted and converted, run the Generate Objects command. The editor will place the generated textures in your Source\Textures TGA\landscape\LOD\(''directory named as your worldspace'') directory. Copy the generated textures to the corresponding Data\Textures\Landscape\LOD\ folder. (If you do not remember to place your generated object textures here, objects will render in-game with purple textures.)
* Once all of your textures have been extracted and converted, run the Generate Objects command. The editor will place the generated textures in your Source\Textures TGA\landscape\LOD\(''directory named as your worldspace'') directory. Copy the generated textures to the corresponding Data\Textures\Landscape\LOD\ folder. (If you do not remember to place your generated object textures here, objects will render in-game with purple textures.)
==='''Additional Notes'''===
==='''LOD Trees'''===
* The capital wasteland worldspace is located at a coordinate of around 10500z. You should always create a new worldspace far above this z coordinate; that means at a minimum of 3000z above 10500z. Otherwise, you may get floating trees (LOD) 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; that means at a minimum of 3000z above 10500z. Otherwise, you may get floating trees (LOD) in the sky or above the ground when you change worldspaces.
* Be aware when creating LOD for worldspaces with worldspace autowater that you will sometimes get big surface holes in the water LOD and it's not easy to fix them.
 
* Make sure that your LOD water matches your world space water type to avoid unsightly mismatches where the water plane meets the LOD water. Water type and LOD water type are set in the World Space dialog.
==='''LOD Water'''===
* LOD is only generated for terrain above the waterline. If no distant LOD terrain exists on the other side of a large body of water, the sky will be visible underwater and the sea bed will visibly terminate at the edge of the immediately rendered area. Also, a visible seam may appear between the water plane and water LOD. For these reasons, it is advised that you enclose large bodies of water with distant land.
* Be aware that when creating LOD for worldspaces with worldspace autowater that you will sometimes get big surface holes in the water LOD that are not easy to fix.
* Make sure that your LOD water type matches your world space water type to avoid unsightly mismatches where the water plane meets the LOD water. Water type and LOD water type are set in the [[:Category:World Spaces|World Spaces]] dialog.
 
==='''Regenerating LOD Data'''===
* Before recreating LOD data for a worldspace, it is important to remove existing data from lod folders. The LOD generation command will not regenerate existing LOD blocks: they need to be removed from your worldspace's LOD folder in order to be regenerated. If you have changed the number of cells in your worldspace (by expanding it) forgetting to remove these files will likely result in LOD errors in your mod. ''(This is true for terrain meshes, but it is uncertain in regards to other types of LOD generation. Requires additional testing.)''
* LOD information is stored in the following folders:
**'''data\meshes\landscape\lod\'your world space'\''' which includes all terrain meshes and up to two subfolders: '''blocks''' and '''trees''' for LOD objects and LOD trees, respectively
**'''data\textures\landscape\lod\'your world space'\''' which contains '''diffuse''', '''diffusegenerated''' (if you have not converted it to the diffuse folder), '''normals''' and possibly '''blocks''' for LOD objects
**'''data\LODSettings''' (remove the file for your worldspace only)
**'''source\textures TG\landscape\lod\'your world space'\''' which contains all of the generated textures for terrain, objects, and trees which you should have moved or copied to your textures folder during the first pass. The '''source''' directory is located in your main '''Bethesda Softworks''' directory.


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