[LOD Meshes] ~ Full-to-LOD terrain holes and better distribu

Post » Sat Nov 17, 2012 11:18 am

While building new worldspaces I've discovered both Bethesda's CK and Oscape assign very few vertices to flat surfaces. This, for what I've witnessed myself, leads to bad Full-to-LOD transitions so that you can see triangular holes in the terrain where the Full mesh ends.

My plan is to build a simple C program that will generate ".pts" files for Oscape based on the worldspace's size (in quads) and lowest cell coordinates (-x,-y).

What a .pts file does in Oscape is just forcing the program to place vertices in user-specified coordinates. The data format itself is VERY simple as it's just a list of coordinates reported in Game Units, signed values. The problem is just that you should hand-write thousands of coordinates with a hex editor (x-y couples are separated by a chr(10) line feed, so you cant just hit "Enter" to start a new line).

Thus I'd like to build a program to automatically generate a grid of evenly distributed points that will cover all the extent, possibly at user-defined densities that will proportionally fit the selected "Target of max resolution" value.

If such a program already exists, please let me know!! ^0^

Otherwise, since I'm still learning C, if some of your already has skills to build such a program and feels like it would be a useful tool, please, dont be shy and create it!! ^.^


Thank you. =)
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Channing
 
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Post » Fri Nov 16, 2012 9:33 pm

*Bump*

Yahooooo!! ^0^

I'm on the good way, actually I just need to make the calculations part, which is the easiest one, and then everything should be ready to build an alpha version! ^^
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Raymond J. Ramirez
 
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Post » Sat Nov 17, 2012 8:05 am

Ok, we can say it's ready.....just some refining to handle wrong values and let you decide the resolution.....

The problem is it takes only 2-3 seconds to generate a 129*129 points-per-tile grid over a 2x2 quads extension, but Oscape takes a lifetime to read and load -.-

If the author could modify it so that it doesnt show the points list......maybe..... =p

Anyway now I'm trying it to see how Oscape reacts to such a detailed pts file. Wish me luck -.-
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kirsty williams
 
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Post » Sat Nov 17, 2012 4:47 am

*Bump*

Program finished, made my own .pts files generator.....everything works fine, except Oscape seems to use only the points on edges and not the ones in the middle of tiles..... =p

Any idea why this happens?
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Rebekah Rebekah Nicole
 
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