New Worldspaces - Object LOD and region generation

Post » Wed Jun 20, 2012 12:42 am

Yes it does. The LOD file is regenerated whenever a static object is created in lod. If its a non Tamriel world its fine, it sits in its own landscape folder. Tamriel will be overridden by the BSA so yours has to override it. I have had all kinds of wierd glitches and the like with maintaining LOD even when saving one esp. Visible when distant becomes inexplicably unchecked for some statics. Have a check at the invisible statics and see if LOD is still referencing the files its supposed to.
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Taylrea Teodor
 
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Post » Tue Jun 19, 2012 5:46 pm

It seems more generic than that, though - all that's been saved is the landscape - no changes to any objects in Skyrim, so nothing's been overwritten. I don't know what files would be referenced. What I was wondering is if the origin has effectively shifted - in which case do I have to regenerate the LOD for the whole of Skyrim, statics, trees and all? And why would the ground not show within Skyrim?
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Adriana Lenzo
 
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Post » Wed Jun 20, 2012 12:55 am

How bout my building prob?
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Tai Scott
 
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Post » Tue Jun 19, 2012 8:57 pm

Morcroft, it seems more likely to me that the settings of the Tamriel worldspace are overwritten by your mod. Try disabling/moving anything except a new .lod file, and see if that's the problem or not.
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James Potter
 
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Post » Tue Jun 19, 2012 5:19 pm

How bout my building prob?
Your building LOD is based on the LOD meshes and textures in the game and have a very low triangle count.

There's nothing you can do about it, unless you want to create more detailed (more tris) LOD meshes and textures.
One possible way around it is setting your view distance to a higher number. That way, these low detail meshes will become high detail at a further distance.
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Alister Scott
 
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Post » Wed Jun 20, 2012 1:43 am

the problem is not that they look bad but that they use wrong textures , I want to fix that !!!
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leigh stewart
 
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Post » Tue Jun 19, 2012 5:01 pm

Yah. Stuffs up the same way.

It was pretty hard getting the Tamriel.lod file to override the game default one: a loose file won't do it, it has to be in a bsa - so that means it either has to be referenced in the ini or have a matched-name esp/esm enabled to load it.

So, using a BSTamriel.bsa containing just lodsettings\Tamriel.lod which has the following code:
40 FF A0 FF 00 02 00 00 04 00 00 00 20 00 00 00
and load it by adding it to the end of the skyrim.ini file's sResourceArchiveList line

and the LOD is gone. That's a clean install; no mods at all, and a copy of my seventh-ever save game: not even met the Blacksmith in Riverhold yet.

It's not the mod, it's the LOD.
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Alyesha Neufeld
 
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Post » Tue Jun 19, 2012 4:51 pm

the problem is not that they look bad but that they use wrong textures , I want to fix that !!!
I see it now. :blink:
Is your mod on the nexus. If so, post a link and I'll generate it for you.
No problem on this side and I've no idea what could be causing it.
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Vicki Blondie
 
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Post » Tue Jun 19, 2012 7:52 pm

Not we have to forget to mention the lack of tools to import and export , First of all they publicize so much all the mods around the web and the "cool" stuff videos etc but !!! some modders have done this thanks to other modders tools and not their CK only ... modders have been able to make mods pre CK by simply hacking the game ....

now the problem is that there is a limit to Modhacker tools couse they operate usually on guesses and logical assumption of what's visible of the code and their own abilities ... but without those tools the modding of Skyrim would be limited to Just retextures or may be not even that ....

So my question is why they didn't release tools in prmis?

And secondly Why they do not give any support to the community with a proper roadmap , answers , and fixes?

DO they care for better mods to come out or are focused on other things?

The current tools for 3dsmax import export for example are still bugged not beeing able to export directly from scene viewport to the game nif format without the need of magical rites in niftools ... lot of stuff is simply not working like custom made objects with a proper collision , import some items , new vegetation etc etc etc ...

Maybe they don't want to be embarrassed by modders making better quality content than their own. :lmao:
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Crystal Clear
 
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Post » Wed Jun 20, 2012 2:26 am

I see it now. :blink:
Is your mod on the nexus. If so, post a link and I'll generate it for you.
No problem on this side and I've no idea what could be causing it.

no is not on thenexus and I doubt I could upload yet couse I need to pack a lot of stuff and woudl take a while . but to experiment you can pack up somewhere several stuff like mountains , farms , nord buildings and some other crap ... the main problem I do have is usually on the nord stuff ...
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Alexis Acevedo
 
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Post » Tue Jun 19, 2012 3:39 pm

but to experiment you can pack up somewhere several stuff like mountains , farms , nord buildings and some other crap
I don't quite understand what your asking. Something's getting lost in translation.
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(G-yen)
 
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Post » Wed Jun 20, 2012 1:12 am

no is not on thenexus and I doubt I could upload yet couse I need to pack a lot of stuff and woudl take a while . but to experiment you can pack up somewhere several stuff like mountains , farms , nord buildings and some other crap ... the main problem I do have is usually on the nord stuff ...

Are you deleting all of the data/texture/landscape/"world"/object and data/meshes/landscape/"world"/object entries before re-generating LOD? Are you moving across the common/source/ddstextures/terrain/issgard/objects textures to the data/textures/landscape/issgard/objects folder after every LOD generation?
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Gemma Archer
 
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Post » Tue Jun 19, 2012 4:06 pm

Any news on the tree lod problem?
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Mimi BC
 
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Post » Tue Jun 19, 2012 11:34 am

no is not on thenexus and I doubt I could upload yet couse I need to pack a lot of stuff and woudl take a while...

It takes 20 seconds to zip up an esp and post it. You don't have to make it available yet. You can set the file to hidden and give other members access to it. Just specify their username. Mine's the same as it is on here. (zero at the end,...not the letter O)

...but to experiment you can pack up somewhere several stuff like mountains , farms , nord buildings and some other crap ...
I don't need to experiment. When I generate object LOD, it works first time,...everytime
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bimsy
 
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Post » Wed Jun 20, 2012 12:21 am

Just want to add, I figured out how to have as many different textured meshes "of the same type" in varying textures with LOD.
Link http://www.gamesas.com/topic/1364846-custom-lod-working-desert-mountains/page__view__findpost__p__20655366

I just have to find a way to automate it now.
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JD bernal
 
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Post » Tue Jun 19, 2012 12:52 pm

It takes 20 seconds to zip up an esp and post it. You don't have to make it available yet. You can set the file to hidden and give other members access to it. Just specify their username. Mine's the same as it is on here. (zero at the end,...not the letter O)


I don't need to experiment. When I generate object LOD, it works first time,...everytime

It woudl take 20 seconds for a normal file , not one of 200 mb of new content , unless you are satisfied in loading just an esp then this islike 9 mb without all the content ...

what kind of lods are u creating?


di u try nord buildings with many other stuff?
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Emmi Coolahan
 
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Post » Tue Jun 19, 2012 8:24 pm

Right now we are tying to figure out the BTT files that are made by the ck in order to see LOD trees. I can manually change the x or y coordinate in a hex editor to get the tree LODs beyond the 32 cell limit. There are still some sections of information for each tree that differ between original and CK made tamriel BTT files that I'm not sure what they do. Anyone know anything of the makeup of BTT files?
Next step when this is figure out is to make a program that can make BTT files that work. Right now I don't know how to get the tree position data out from the esp/esm, anyone knows how to do that?
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Aaron Clark
 
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Post » Tue Jun 19, 2012 8:45 pm

I have no idea but I reallly hope you can do it ... I wish sometimes Bethesda could help ....
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Alan Cutler
 
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Post » Tue Jun 19, 2012 11:42 pm

It woudl take 20 seconds for a normal file , not one of 200 mb of new content , unless you are satisfied in loading just an esp then this islike 9 mb without all the content ...

what kind of lods are u creating?


di u try nord buildings with many other stuff?
Make a quick esp with the interiors deleted. I wouldn't need them. Just include any new exterior meshes and textures if you have added any. I'll do the object LOD. Only takes 30 sec.
Tree LOD is still a bit quirky at times. Bit of a hit or miss. Still experimenting different ways of doing it.
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Jamie Moysey
 
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Post » Tue Jun 19, 2012 9:51 pm

Tree LOD is still a bit quirky at times. Bit of a hit or miss. Still experimenting different ways of doing it.

Have you seen the tree lods outside +/-32 cells without this issue?
http://imageshack.us/photo/my-images/821/treelodproblem.jpg/
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Ashley Hill
 
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