Iscape lods and textures

Post » Tue Nov 20, 2012 1:39 am

I have generated lods with coscape but why the textured terrain ( green grass ) do not get represented in the lod generation ? The landscape is always brown ...
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Trent Theriot
 
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Post » Mon Nov 19, 2012 9:54 pm

Why not just generate with the CK? I have had no issues for our Skyrim-sized worldspace (besides tree LOD, but that's a separate issue).
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Monika Fiolek
 
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Post » Tue Nov 20, 2012 4:15 am

Oh, are you having that issue where tree LOD's are still present in your world, along with the full tree models? I should bring this up with Joel, I think this may be the next big bug they need to deal with.

Sidenote- I've sent Joel a message regarding the tree issue, as it's something that's been reported occasionally since Skyrim's release, and it's a really big issue aesthetically for new world mods.

As for your problem Prometheus, Oscape currently has an issue where it doesn't read the BSA texture files correctly, causing it to default to the brown. This can be solved by duplicating the ground textures texture and reapplying it via a texture set. Generation then occurs normally, and you need to do this for each texture you use.

You may also simply be able to extract the proper files from the textures BSA, but I've never tried this. If it works, it's FAR simpler and conflict free, so try it first. (It's on my to-do list)
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!beef
 
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Post » Tue Nov 20, 2012 6:19 am

I was thining that since befoure I could generate perhaps I need just toextract from the bsa the files .... befoure I had them out now I test and tell you ...
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Ron
 
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Post » Tue Nov 20, 2012 8:07 am

extracting textures didn't work , wich is strange that be4 it worked and now not for me ... I don't want to duplicate textures to make it work I need to find another solution .
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Schel[Anne]FTL
 
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Post » Tue Nov 20, 2012 3:17 am

Copy your mod to a safe place and then load up your mod in the CK. Duplicate the textures and texture set that are used in your mod. Assign the duplicate texture sets to the duplicate textures. Save and use this to generate textured lod in oscape. When done, copy your original back into data and continue.

Essentrially, your creating a mod only for generating lod.

I've done this several times, just for creating object lod and landscape lod.
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Nicole Kraus
 
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Post » Tue Nov 20, 2012 10:00 am

so every time I need to copy textures create a new esp then etc etc? I have an esm ... I can't just copy it and edit ...
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Zoe Ratcliffe
 
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Post » Mon Nov 19, 2012 9:40 pm

Oh, are you having that issue where tree LOD's are still present in your world, along with the full tree models? I should bring this up with Joel, I think this may be the next big bug they need to deal with.

Sidenote- I've sent Joel a message regarding the tree issue, as it's something that's been reported occasionally since Skyrim's release, and it's a really big issue aesthetically for new world mods.

Actually, it's a different problem with large world mods that have cell bound that extend values of 32. Here's an http://i993.photobucket.com/albums/af55/EljhHck/TreeProblem.jpg I whipped up a while back, and here's a http://www.gamesas.com/topic/1368378-tree-lod-btt-files-%E2%80%93-finding-a-solution-to-wall-of-trees-32-cell-problem/ regarding the issue.
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adame
 
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Post » Tue Nov 20, 2012 12:40 am

so every time I need to copy textures create a new esp then etc etc? I have an esm ... I can't just copy it and edit ...
I providing a you with a solution that I use. If you choose not to use it, that's up to you.
You can merge the esp with VC, before generating new lod.
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TRIsha FEnnesse
 
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Post » Mon Nov 19, 2012 8:15 pm

Actually, it's a different problem with large world mods that have cell bound that extend values of 32. Here's an http://i993.photobucket.com/albums/af55/EljhHck/TreeProblem.jpg I whipped up a while back, and here's a http://www.gamesas.com/topic/1368378-tree-lod-btt-files-%E2%80%93-finding-a-solution-to-wall-of-trees-32-cell-problem/ regarding the issue.
That's a seperate issue, albeit a bad one as well. The one I'm talking about can strike for any new worldspace, regardless of size, and ruins the looks of even small simple ones.
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Chavala
 
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Post » Mon Nov 19, 2012 9:27 pm

Copy your mod to a safe place and then load up your mod in the CK. Duplicate the textures and texture set that are used in your mod. Assign the duplicate texture sets to the duplicate textures. Save and use this to generate textured lod in oscape. When done, copy your original back into data and continue.

Essentrially, your creating a mod only for generating lod.

I've done this several times, just for creating object lod and landscape lod.
ok let's say I want to try this system ... do I have to repaint all the terrain already painted with the new duplicated textures?
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kyle pinchen
 
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Post » Mon Nov 19, 2012 10:11 pm

ok let's say I want to try this system ... do I have to repaint all the terrain already painted with the new duplicated textures?
No. The texture sets alter the vanilla ground, meaning it's replacing what you've already painted.
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Mrs. Patton
 
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Post » Tue Nov 20, 2012 1:23 am

so how I just duplicate and that's all? I don't have to rplace anything?
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Leilene Nessel
 
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Post » Tue Nov 20, 2012 8:48 am

Then apply the duplicate as a texture set of the land texture. Then you're done.
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Laura-Lee Gerwing
 
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Post » Mon Nov 19, 2012 9:59 pm

Ok I took the grass02 texture and duplicated

then I took the grass02 texture set and duplicated ... I linked the duplicatedgrass02 texture set to the duplicatedtexture grass02

then?

I have the landscape textured with the normal texture grass02

then what to do ? how the engine takes the other one? and how do I link to oscape to use this?
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Jeffrey Lawson
 
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Post » Tue Nov 20, 2012 7:50 am

Well as I guessed that didn't work , I duplicated both the entries and linked them but oscape did nothing as befoure always brown texture .....
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James Potter
 
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Post » Mon Nov 19, 2012 11:34 pm

No no, you don't duplicate the texture. Sorry if that was unclear. You duplicate the texture set, and apply it to the texture. It's a 'dirty' edit that you're intentionally creating, but it seems the only way to fix the issue.

If Oscape has to search Skyrim.esm for the texture set data, it can't read it for some reason, but if it's located in the ESP that you're generating for, it finds it (Your duplicated texture set) just fine and generates correctly.

So duplicated texture set, applied to the vanilla texture.
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IM NOT EASY
 
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Post » Mon Nov 19, 2012 8:32 pm

ah ok so I leave the same texture but a new duplicatedtextureset linked with the old texture .... let's try ...
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Michelle davies
 
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Post » Tue Nov 20, 2012 4:32 am

That's a seperate issue, albeit a bad one as well. The one I'm talking about can strike for any new worldspace, regardless of size, and ruins the looks of even small simple ones.

Believe me, I know. As somebody who did a large worldmod for FO3, I was plagued with the non-disappearing tree LOD problem as well.
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Mr. Ray
 
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Post » Tue Nov 20, 2012 5:44 am

Made it work with an Esm , I think is not a big issue to ahve the duplicated entries in the esm and I guess in the end I can also delete but for now I can keep ...
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Nana Samboy
 
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Post » Mon Nov 19, 2012 11:41 pm

Yeah it's not ideal, I don't like the idea either, as it will most likely make texture mods no longer work, so it should be deleted before release once the final LOD is generated.
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rolanda h
 
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