New Worldspaces - Object LOD and region generation

Post » Tue Jun 19, 2012 7:32 pm

That's interesting, could you clarify the process a bit though? How did you save an ESM in the CK, I thought you couldn't save ESM files? Also theoretically if your method works then you could just convert to .esm, generate trees then load a .esp and have it work since they'll still be the same worldspace and therefore the same LOD content.
Copy your esp, change extension to esm, put back in data folder. Load into CK, you can save (Only once, as once it sets the flag you cannot). Then you have your esm.

I think this was the missing link. My testers reported the issue fixed, and I generated the most recent tree LOD and LOD files with my mod as an esm, whereas before they were made from an esp, and caused issues.
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James Baldwin
 
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Post » Tue Jun 19, 2012 11:18 am

That's interesting, could you clarify the process a bit though? How did you save an ESM in the CK, I thought you couldn't save ESM files? Also theoretically if your method works then you could just convert to .esm, generate trees then load a .esp and have it work since they'll still be the same worldspace and therefore the same LOD content.
I learned the trick from another thread on how if you just open up the .esm you created in tesvsnip and then just open any object in the CK but don't make any changes and close it then click the save button it completes the .esm file. If you try to make another change it won't save as an .esm again and there's a good chance the CK will crash. I just did the same steps from earlier today on another computer I have here at home just 20 minutes ago. Everything worked as it did before. The tree lod will work if you convert your .esp to .esm before generating. I have 2 plugin's for my example 0world.esp and 0world.esm. With both loaded the tree lod works as it should, but if you remove the .esm and just use the .esp then it's back to the lod sticking out of trees. The key for me at least is the .esm.
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Big mike
 
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Post » Tue Jun 19, 2012 10:58 pm

Ah right, I was using wrye bash to convert to .esm and I don't think that lets you save once you've done it, obviously it seems you guys are just changing the extension and it then saves with the esm flag.. I think.
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emily grieve
 
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Post » Tue Jun 19, 2012 11:09 pm

I had been using the rename/save in CK trick to create my .esms but the Ck stopped recognizing them as valid files. I had to use Tesvsnip and flip the bit to get them working. Also: I did all of my generating using .esm files and I had the tree LOD issues. I have LOD trees sticking out whether I have an .esm or .esp loaded, though I haven't tried it with both. I'm going to completely re-do my LOD and see if I can get it working since other people seem to be having luck.
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Karine laverre
 
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Post » Wed Jun 20, 2012 2:26 am

Haha... yeah, I already described that method a few times in this very forum. You don't need tesvsnip for that, just rename the thing or use Wrye.
And yes, converting to ESM gets rid of the tree lods not going away on close range, as I suspected. This all has something to do with version control like discribed by Joel Burgess in his answer to the open letter.

@ TheMagician

Don't know what the problem is in your case but obviously that CK is quite a wayward little [censored]...
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A Lo RIkIton'ton
 
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Post » Tue Jun 19, 2012 4:51 pm

I have NO idea how I could fit a mod for it into Skyrim without breaking the almighty Lore

The lore isn't that almighty. Just listen to what Urag gro-Shub tells you during the "Elder Knowledge" part of the main quest about the nature of "The Elder Scrolls"...
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marie breen
 
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Post » Wed Jun 20, 2012 2:31 am

aye I suppose. My girlfriend's brother's a bit of a lore buff, but I still found it pretty easy to comic-geek my way out of explaining most ideas anyway. My current idea is that Sheogorath's tricked everyone and is holding Vivec hostage in the sunken ruins of his own city. I was thinking of an idea of getting several voice actors to voice Sheogorath as well in various British Isles accents (although Irish certainly suits him). Bit off-topic there though! So it's confirmed the tree LOD is a .esm-based fix? Looks like the wiki could do with a big old write up at some point.

I'm thinking of taking everyone's conclusions from the various threads on worldspace creation and attempting to link them all into a more "noob-friendly" guide. I was thinking about being a bit more in-depth than a simple "do this, then this, then this" format though and attempt to explain WHY you need to take certain steps - I feel that will help people new to the whole thing pick up the pace quickly. Some other basic juxtaposition of the concepts as well, like LOD, landscape textures, normal maps, file types etc. I may ask some of the developers of third party tools if it's OK to include portions of their readme files in the wiki too (with links to the whole documents of course - and their tools obviously).

Any more commentary on region generation would be interesting though I think.
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carley moss
 
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Post » Tue Jun 19, 2012 7:12 pm

Haha, so it's actually the Champion of Cyrodiil torturing Vivec in his dungeon...

Yeah, just don't overdo the explaining part, since these dark depths of Bethesdarion's wickedness are hard to explain anyway at this time. I guess learning by doing is still the best method of learning. Do first, explain later...
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SaVino GοΜ
 
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Post » Tue Jun 19, 2012 4:37 pm

Why my map generation when I launch oscape now comes out like that?

http://img217.imageshack.us/img217/23/27814145.jpg
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Beulah Bell
 
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Post » Tue Jun 19, 2012 4:04 pm

I attempted to generate tree LOD, but nothing shows up in game - when I reload in the CK, it says something about the tree atlas not being found. I remember in another thread this being talked about - where does one find the tree atlas? I'm assuming since its just a .lod file you rename the tamriel.lod to [worldspace].lod like you can for the landscape LOD data...
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emily grieve
 
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Post » Wed Jun 20, 2012 3:14 am

I attempted to generate tree LOD, but nothing shows up in game - when I reload in the CK, it says something about the tree atlas not being found. I remember in another thread this being talked about - where does one find the tree atlas? I'm assuming since its just a .lod file you rename the tamriel.lod to [worldspace].lod like you can for the landscape LOD data...
Just rename the tamrieltreelod.dds from terrain/tamriel/trees.
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megan gleeson
 
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Post » Wed Jun 20, 2012 12:40 am

Haha, so it's actually the Champion of Cyrodiil torturing Vivec in his dungeon...

Yeah, just don't overdo the explaining part, since these dark depths of Bethesdarion's wickedness are hard to explain anyway at this time. I guess learning by doing is still the best method of learning. Do first, explain later...

Ha yeah, something like that. I read somewhere Sheogorath launched the ministry of truth at vivec in the first place so I thought it'd be interesting to maybe take a dive into the crater that is now what is left of the city and find him revelling in his own little realm of utter madness down there. Don't know where I'd go from there mind.

But yeah I wouldn't intend on going overboard with explanations, I just find the 'why' of it to some extent helps people troubleshoot better. I for one really don't get parrot-fashion instructions. If something doesn't go precisely to plan you're left up the old cloaca maxima, minus the proverbial paddle.
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DAVId Bryant
 
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Post » Wed Jun 20, 2012 1:42 am

Hi I was trying to generate the lods for the walls of nord buildings , but they get this weird texture of a rock thingy at far distance check the pics ... any idea why this is happening and how could be fixed?

http://img849.imageshack.us/img849/6151/51031264.jpg
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Assumptah George
 
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Post » Tue Jun 19, 2012 6:10 pm

LOD object textures in FO3 would sometimes be incorrectly atlased, which looks like what's going on here. IIRC, the game would sometimes use a different texture if it couldn't find the one it was looking for. I think this might have been the result of an error reading the texture atlas as opposed to a missing texture file during object generation. I had texture issues with my LOD objects the first time I generated them as well but I had manually converted only the textures I needed and only some of them showed up properly in-game. The second time I generated them I used nconvert to batch convert every single lod texture in the bsa and they worked.

Short answer: reconvert all of your .tga textures and try regenerating your object LOD.
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Rodney C
 
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Post » Tue Jun 19, 2012 2:58 pm

Object LOD is fine as long as you move the TGA files to the right folder, tree LOD is bugged. Trees are restricted to a relatively small area, any tree outside that will be moved to the border of that restricted area, causing a huge wall of trees and nothing beyond that. Looks like a run-time issue, since changing the coordinates of files doesn't move the wall deeper into the outer zones.

The only workaround I have so far is replacing Tree forms with equivalent Static forms so trees get included in the Object LOD. It's a ton of work and most people won't be able to do that (you need to temporarily delete the Tree forms from Skyrim.esm with third party tools like tesvsnip).

I have the same problem with a wall of tree LODs.
From what I can find out the tree LODs will not works beyond cells -32 to +32 in both x and y.
Around the cell junction (x,y) 32,32: http://imageshack.us/f/821/treelodproblem.jpg/
and around the cell junction (x,y) -32,-32: http://imageshack.us/f/213/treelodproblem32.jpg/
(I have changes the textures on the trees to green but not the lods, so its easy to see what's what)

Tamriel is larger than this, so Bethesda must have made there tree LOD some other way, or there is a setting in the CK we are missing...
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Naomi Lastname
 
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Post » Tue Jun 19, 2012 5:42 pm

Is it an .ini setting?

Actually as a lot of new trees will eventually turn up, will this problem be restricted to the vanilla stuff (you know, the pines, the pines, the pines and the other pines) starting to hate pines. Is this just a tree LOD issue or are there other statics that it does this to? Mind you, isnt the white gold tower a static in the far distance? I cant remember.
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matt
 
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Post » Tue Jun 19, 2012 6:25 pm

There are two file types made by the CK when generating tree LODs, a single worldspace.LST file and several worldspacel.4.xx.yy.BTT file. I generated new tree lods in the CK for tamriel, and cow to 32,-10 and got the same tree wall problem. Have been changing these files between new generated from the CK and the original Tamriel.BSA. It looks like it's something in the .BTT files made by the CK that causes the problem, changing the .lst file have no effect on the tree "wall not to wall" problem. I tried renaming a different worldspace.LST to tamriel, and this resulted in OK tree LODs but of the wrong kinds of trees.
I opened both the .BTT files from the CK and org BSA in a Hexeditor, just to look if they looked different. Comparing them they have the same amount of content, but the values are different (This is true for both the .BTT files that cover the cells were tree lods work and don't work).
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Channing
 
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Post » Tue Jun 19, 2012 3:45 pm

I batch renamed the tamriel btt files to myworld.x.x.x.btt and placed them in the trees folder of my worldspace meshes, here's the result in cell 53,-33:

http://img15.imageshack.us/img15/3081/screenshot2ts.jpg

So they are all there. This should be no big problem for someone who has deeper understanding of all this. We'll have to wait, I guess...
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Scott Clemmons
 
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Post » Tue Jun 19, 2012 9:48 pm

I still seem not to be able to get distant water. Produced map in annwyn mesogea.esp, convert to mesogea.esm (in annwyn -8192 sea level)

Load oscape, sea level at 0 and produce as normal. All the land is there but again no water.
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Sharra Llenos
 
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Post » Tue Jun 19, 2012 10:50 pm

You should be able to see your sea in the preview in blue, if not, play with the level, it updates the preview when you change it and the field looses focus.
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Chloe Botham
 
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Post » Tue Jun 19, 2012 2:14 pm

I still seem not to be able to get distant water. Produced map in annwyn mesogea.esp, convert to mesogea.esm (in annwyn -8192 sea level)

Load oscape, sea level at 0 and produce as normal. All the land is there but again no water.
Are you changing the number TO 0? For me I just left it at whatever it thought it should be and it worked. It matched my ingame 'Default Water Level' which was 32500 units for me. When I went into Oscape, it said 32500, so I left it be and my water shows up.
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Monika
 
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Post » Tue Jun 19, 2012 12:45 pm

LOD object textures in FO3 would sometimes be incorrectly atlased, which looks like what's going on here. IIRC, the game would sometimes use a different texture if it couldn't find the one it was looking for. I think this might have been the result of an error reading the texture atlas as opposed to a missing texture file during object generation. I had texture issues with my LOD objects the first time I generated them as well but I had manually converted only the textures I needed and only some of them showed up properly in-game. The second time I generated them I used nconvert to batch convert every single lod texture in the bsa and they worked.

Short answer: reconvert all of your .tga textures and try regenerating your object LOD.

I have redone the process, I have used nconvert and converted all the stuff to tga and deleted the dds , but , I still get wrong textures on the walls of nord stuff ... actually now it changed is no more a nsowy mountain texture but a glacier's one ... how can I fix thaT?


here is the list of errors I get ...



Vertex count: The LOD object named 'FarmLonghouse01_LOD:0' is too complex for level 0 (2256 vertices; limit is 2048). Simplify this object if possible, especially if it is used multiple times.

Wrapping: A vertex in geom 'ShipLongBoat01_LOD:30' has a texture coordinate well outside of the (0,1) range. Wrapping is NOT supported in LOD.

Vertex count: The LOD object named 'FarmLonghouse01_LOD:0' is too complex for level 0 (2256 vertices; limit is 2048). Simplify this object if possible, especially if it is used multiple times.

Wrapping: A vertex in geom 'ShipLargeDaintySload01_LOD:30' has a texture coordinate well outside of the (0,1) range. Wrapping is NOT supported in LOD.

PRIORITY: Vertex count: The LOD object named 'FarmLonghouse01_LOD:0' is MUCH too complex for level 1 (2256 vertices; limit is 1024). Simplify this object if possible, especially if it is used multiple times.

Wrapping: A vertex in geom 'ShipLongBoat01_LOD03:30' has a texture coordinate well outside of the (0,1) range. Wrapping is NOT supported in LOD.

Vertex count: The LOD object named 'Inn01_LOD:0' is too complex for level 1 (1632 vertices; limit is 1024). Simplify this object if possible, especially if it is used multiple times.

PRIORITY: Vertex count: The LOD object named 'FarmLonghouse01_LOD:0' is MUCH too complex for level 1 (2256 vertices; limit is 1024). Simplify this object if possible, especially if it is used multiple times.

Wrapping: A vertex in geom 'ShipLargeDaintySload01_EELOD03:30' has a texture coordinate well outside of the (0,1) range. Wrapping is NOT supported in LOD.

Wrapping: A vertex in geom 'ShipLongBoat01_LOD03:30' has a texture coordinate well outside of the (0,1) range. Wrapping is NOT supported in LOD.

Wrapping: A vertex in geom 'ShipLargeDaintySload01_EELOD03:30' has a texture coordinate well outside of the (0,1) range. Wrapping is NOT supported in LOD.

Vertex count: The LOD object named 'NorTempleExterior01_LOD03:0' is too complex for level 2 (534 vertices; limit is 512). Simplify this object if possible, especially if it is used multiple times.

Wrapping: A vertex in geom 'ShipLongBoat01_LOD03:30' has a texture coordinate well outside of the (0,1) range. Wrapping is NOT supported in LOD.

Wrapping: A vertex in geom 'ShipLongBoat01_LOD03:30' has a texture coordinate well outside of the (0,1) range. Wrapping is NOT supported in LOD.
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Motionsharp
 
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Post » Tue Jun 19, 2012 4:52 pm

You should be able to see your sea in the preview in blue, if not, play with the level, it updates the preview when you change it and the field looses focus.
Are you changing the number TO 0? For me I just left it at whatever it thought it should be and it worked. It matched my ingame 'Default Water Level' which was 32500 units for me. When I went into Oscape, it said 32500, so I left it be and my water shows up.

Both spot on, tried it and it works. Thanks.
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Bird
 
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Post » Tue Jun 19, 2012 1:35 pm

Come on is there someone that can tell me how to make work those damn lods? Everytime I restart the whole procedure since beginning it changes everytime the texture applied , ... nw I have nord structures with ice in place of snow and mountains in place of the snonemasonry .....
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Amanda Leis
 
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Post » Tue Jun 19, 2012 5:56 pm

Is it possible to even manually edit some files to make it work ? I am tired to see ice in place of snow , mountains in place of rocks and walls in place of mountains .....

and befoure you say try to redo all the steps I have redone 10 times each time with different results , I do not understand why this , 90% of the lod textures are fine like on the houses , the shiips and usually the distant mountains but the mess come on the nord stuff and some other minor stuff.....

Also how shoudl I handle the lods for my own custom textured stuff?
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Blackdrak
 
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