» Fri May 13, 2011 12:26 pm
I've been trial and erroring for hours now and doing pretty well. As we've found out, the TGA files don't exist, you'll have to create them yourself - I used Irfanview - GIMP didn't work out for me, as suggested by another page. Irafanview requires the DDS plugin, which apparently can only be found in the 'all plugins' download. Anyhoo, for the sake of saving time by trying to convert those files that I needed to use the Generate Objects button, I just converted ALL of the DDS files found in the 'Fallout - Textures.bsa' file (unpack this with the tools in Fallout Mod Manager). You'll need a bit of space to do all the files in one go,
Irfanview has options for batch processing: 'Use advanced options (for batch resize)' then go into the 'advanced options' button next to that...and on the bottom right you'll find an option that says, 'Create subfolders in destination folder' - make sure that's ticked. Choose a save folder in the main batch processing window. So, if you convert all of the DDS files to TGA and dump them into say, 'New Folder' - you'll find all the required subdirectories created for you, architecture, armour, characters, etc.
Now, I have my Fallout game installed to C:\Fallout, so I need to create a folder structure above that (outside) this way:
C:\Source\Textures TGA\
(If you use a regular install of Fallout, you'll put your 'Source' folder in the Program Files/Bethesda Softworks directory.)
In 'Textures TGA' (yep that has a space), dump all the folders containing the TGA files you converted earlier. I believe you'll also have to unpack 'Fallout - Meshes.bsa' and put that 'meshes' folder in the Fallout 'Data' folder...then hopefully you can click the 'Generate Objects' in the 'World LOD' and things will work out fine. Maybe lol, my mind has been minced by this, to be honest. I knew I should have written this down as I went along.
Actually, I think I've just jumped over the question you were asking. I'll have a look into it.
Edit: Yeah, it's likely we're both now tripping up on the same thing. Trying to make something VWD that wasn't implemented by the programmers? Personally, I'm working on Tenpenny Tower - Bond123 came up with a really nice clean texture for it, but when I used that in conjunction with the regular building LOD, the old LOD was showing through (Bond123's new texture and cleanup removed the scaffolding from the back of the building) - the LOD version remained with the old scaffolding showing. The original files for the building had NIF files for the structure, plus LOD versions. I'm guessing Big Town buildings don't have seperate LOD files and I haven't progressed far enough to have a solution. It seems you don't have the option for VWD for those buildings either. Same thing has happened with me now with the new Tenpenny texture.