Uploaded the first version of LOD Fixes and Additions in the optional files, which is an ongoing effort to fix various issues with existing LOD assets and add new resources for LOD generation. Starting with Far Harbor, I created optimized LOD meshes for all cliffs added by the DLC. These originally had no LOD, which was a strange decision for large objects like that.
I also fixed an issue with a commonly used material that missed the alpha testing flag:
05 December 2021
Uploaded 3 variants of terrain noise diffuse and normals. My current favorite is Variant 3 - but I advise to just compare them in game and deciding for yourself. They can be exchanged at any time of course, no need to rerun xLODGen. I uploaded some screenshots for all variants.
You have to run xLODGen with these resources installed, they won't do anything on their own! I won't provide pre-generated LOD as it makes no sense, one should always generate LOD for their own specific loadout!
What's the difference between this mod and NeuraLOD?
Advanced models were used to avoid the "water painting" like look, and bring back a lot of lost detail:
The alpha channels were reworked to be pixel perfect, and are not bicubic upscaled and blurry:
Faithful rework of small scale material details for important buildings and other objects:
I've been happily using HD LOD Textures for a while now. But just recently I looked into terrain noise. Thankfully, this mod page also includes some variations for noise and detailnormals. Following is the comparison of few mods that I tried. Love Phlunder's variants.
This is an amazing upgrade over vanilla textures. Just curious - is it possible to give some LODs like highways a more 3D look? Currently, they look almost entirely 2D in my opinion which I believe is do to a low poly count, but I could be way off there. I know that would be a completely different project on it's own, separate from textures, but it would drastically improve the look of the game at long distances.
I'm trying to build an objects LOD with A Forest. When I use the HD LOD Textures I get vanilla trees in the LODs instead of the tree textures from A Forest. It works fine with just the FO4LODGen resources. All textures of A Forest are in BA2 and it makes no difference whether I put it above or below the LOD mods. Has anyone run into this? What could be the issue?
From the description page: Use your mod manager to hide the tree LOD resources from this mod. If you use MO2, this is pretty easy using the Conflicts tab. You also have to activate archive parsing to see these kinds of conflicts of course.
Thanks, that worked. I didn't know about the archive parsing feature. And I must have been looking at the wrong mod before. I was sure HD LOD Textures had a .ba2 so I was surprised that putting it before A Forest didn't help.
The official FO4LODGen Resources and its plugins always come first in both mod and plugin load order. I have some fixes for plugin and resources too, so this mod needs to load after. The terrain noise and normals should have no conflict. There is no plugin generated when using xLODGen, just meshes/textures, and yes they should have priority over everything.
Having them in BA2 archives still provides small benefits to mod management QoL. Especially advantageous to users who do not use mod managers with Virtual Filesystems. It'd still work perfectly fine.
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The author has locked this comment topic for the time beingUploaded the first version of LOD Fixes and Additions in the optional files, which is an ongoing effort to fix various issues with existing LOD assets and add new resources for LOD generation. Starting with Far Harbor, I created optimized LOD meshes for all cliffs added by the DLC. These originally had no LOD, which was a strange decision for large objects like that.
I also fixed an issue with a commonly used material that missed the alpha testing flag:
05 December 2021
Uploaded 3 variants of terrain noise diffuse and normals. My current favorite is Variant 3 - but I advise to just compare them in game and deciding for yourself. They can be exchanged at any time of course, no need to rerun xLODGen. I uploaded some screenshots for all variants.
You have to run xLODGen with these resources installed, they won't do anything on their own! I won't provide pre-generated LOD as it makes no sense, one should always generate LOD for their own specific loadout!
What's the difference between this mod and NeuraLOD?
Advanced models were used to avoid the "water painting" like look, and bring back a lot of lost detail:
The alpha channels were reworked to be pixel perfect, and are not bicubic upscaled and blurry:
Faithful rework of small scale material details for important buildings and other objects:
Use your mod manager to hide the tree LOD resources from this mod. If you use MO2, this is pretty easy using the Conflicts tab. You also have to activate archive parsing to see these kinds of conflicts of course.
Mod Order:
- HD LOD Textures
- LOD Fixes and Additions
- LOD Terrain Noise and Details Normals
- FO4LODGen Resources
Plugin Order:And after generation, the new mod/plugin containing generated LOD will be at the bottom.
Mod Order:
Plugin Order:
I hope I understood you correctly. Thanks for clearing this up.
(I love your mods, the work and presentation is methodical and neat, thank you!)