Skyrim engine seems to work the Full-to-LOD transition as some sort of lift-up: LOD is always fully loaded, but you cant see it near you because it gets hidden few meters below the full terrain; where the full terrain ends, the LOD meshes get moved up to the same height as the full.
The problem is that LOD vertices are moved up only if they're out of the full area: so, where vertices are distant from each other, and thus we have wide triangles, you can see large pits between the full terrain and the LOD one.
So, by reading Oscape documentation, I decided to try using .pts (points) files to tell it to not skip certain points of my terrain. I've even made a C program that generates coordinates for grids of points that perfectly fit tiles so that, theoretically, I'd always have an even distribution of vertices.
I've noticed, by using NIFSkope, that Oscape seems to use only the points I set on tiles' edges and ignore all the rest. So, to give an example, if I set a grid of 16641 points (129*129) for each tile, the 129 points on each side are taken and all the rest that should be in the middle is nowhere to be seen.
Trying a higher "resolution" would be a PitA because my program takes seconds to generate the 4.260.096 coordinates (x,y couples) for a 2x2 quads worldspace, but Oscape takes several minutes to load the resulting 55MB file. I've also tried with lower resolutions like 65*65, 33*33 and even 5*5, but nothing changes, except the vertices at the edges of each tile.
So I'd like to know if there's something wrong with my pattern or with some limitations I didnt know about. Anybody knows why Oscape should ignore my points?
Please, help.... =\