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Misc LOD generator 1.4

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Please Stop This updated LOD generator with a new update entry:

small fixes

-could not get down object count/draw calls ;(
-faster now, no material calculations
-fixed "\data\lods_new.ini" creation, no edit needed
-creates \data\ dir if not there already
-remade .spl files, only difference between them is line 27:
--> "OnScreenSize": 32,
value: 50 > 40k tris (shown in CM custom showroom for example)
value: 10 > 20k tris
value: 4 > 4k tris
-uses another tool by x4fab: "LodMaterialAssignmentor\LodMaterialAssignmentor.exe <lodxfile.kn5>"
--throw a...

Read the rest of this update entry...
 
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-If the original kn5 is missing textures, conversion with "ksEditorAt.exe" .fbx -> .kn5 will fail, however the result is in "\kn5in\your_car\your_car*lod_*.fbx" and 3DsimEditor can open and save it as lod...

after that you have to use "LodMaterialAssignmentor.exe"
 
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Having an issue after a few simplygon updates released. Now after making the 3 preset LODs, during the FBX to KN5 - it doesn't proceed no matter what I do. I'm pretty sure there's nothing wrong with my configuration since I've always used it before and it worked.

The FBX to KN5 (after processing 50, 10 and 4) - it quickly jumps on the process.
 
you may need to paste the key again to make it work (the one you will see after login on simplygon website)

when clicking on simplygon task-symbol, it should look like this
simplygon_tray.jpg

otherwise it says "no license" or something

and maybe its the car, on which (modded) "ksEditor" fails, but try to open

LODfolder\kn5in\your car\model.fbx
LODfolder\kn5in\your car\model_50_LOD1.fbx
LODfolder\kn5in\your car\model_10_LOD1.fbx
LODfolder\kn5in\your car\model_4_LOD1.fbx

and save as LOD manually
 
Thanks for replying back, for the key - the agent looks exactly like your screenshot at my end so I don't think that's the problem.

key.jpg

As for the whole process - this is how it looks like, the process shows it all goes well but there are no signs of the KN5 LODs in the LODFolder or even the FBX LODs.

cmd_2019-04-09_15-59-18.jpg
 
Yes its really weird, it only happened to me after the tons of updates that simplygon did for the last weeks. When it worked - 10 out of 10 of my projects worked, it was really just after those updates where it all happened.

EDIT: And yes this is actually the 3rd car I worked on where it started to happen. 1st however where I experienced a fail prompt instead of success.

UPDATE: I tried it again, and now I'm getting a weird result this time - I tried it twice where the other one is where I made one successfully in the past but now it cannot.

2019-04-10_18-41-24.jpg
 
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UPDATE: I finally found my issue and it wasn't really the LOD Generator or even Simplygon's fault. I natively integrated my car mod with the light emission shader mod which makes the KSEditor not to recognize the shader, after I made the adjustment - LOD Generator successfully made the batch with ease.

Is there a way to make the Light Emission Shader Mod to be supported by the LOD Generator's KSEditor? Thanks!
 
Hi, thanks for this mod, as someone who likes to use some of the crappier mods out there as grid filler for trackdays, this is a valuable tool. One point I would add to the readme is that it's not currently clear how to get the finished LODs into the game and working, I'd add a couple of sentences to the readme that explain simply that you need to:
a) copy the new LODs into the car's original folder in your AC directory,
b) unpack the car's data using content manager and the delete the data.acd file in the car's folder and
c) you then need to overwrite the contents of the lods.ini file in the data folder with that of the lods_new.ini file that's created along with the new LODs b/c/d and is found in the same folder.

I worked it out with some fiddling, trial and error and common sense but it would be helpful for plebs such as myself to have it laid out in the simplest terms.
 
mh, if you got this far then its somewhat obvious
but if you just unpack the "data.acd" with your weapon of choice, delete it, you have to do one more thing after: rename generated "lods_new.ini" to "lods.ini"
...lod files land in original folder of kn5, so no need to copy anything
 
quick benchmark ;( Ford Transit, Monza 66, 20 AI
-----------FPS min max avg
no lods at all: 47 59 53
generator lods: 50 61 55
original lods : 55 70 64
I would note my LODs aren't as good as they should be regarding the cockpit - It uses a lot of draw calls, because I didn't consolidate everything onto 1 texture like I should have (and as I have done since to more recent cars).
 
your lod d has two Objects, i think thats as good as it can be ;)
but ok next is with a kunos car
Yeah but the LOD D isn't really a huge factor on the most FPS intensive parts - ie on the grid and on lap 1, where you are in close proximity to a lot of LOD A and Bs.
If I had done the cockpit correctly it would be just 1 object in addition to the LOD A/B exterior, whereas right now it'll be a lot more. So definitely room for improvement on my side for that car.
 
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