Tutorial for Generating Landscape LOD

Post » Tue Jun 19, 2012 5:09 am

If your world is the same size or smaller than the vanilla game you can copy Tamriel.lod from Data/Lodsettings, and rename it to your worldspace name. 'MyWorldSpace.lod'
This problem I had a day ago.
I fixed it, made lods and understood how to do the new worldspace in Skyrim.


God_made_me_do_it,

yeah, this size is normal.
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Soraya Davy
 
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Post » Tue Jun 19, 2012 7:08 am

Oh now that's handy. I've been trying to make a worldspace for Vvardenfel/Solstheim and LOD generation has been doing my head in (CK claims to have done it but doesn't place it in the lodsettings folder despite it being there). One question though - the .LOD file was 1kb, is that normal sort of size for a map that's 128x128 cells? Sorry I'm not very experienced with .lod files so thought I'd check.

The lod file will always be the same size independent of the worldspace size (it's actually 16bytes). The amount of data in the file is always the same, it a string of numbers, just different numbers for different world sizes.
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Dalton Greynolds
 
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Post » Tue Jun 19, 2012 11:12 am

the loffile generated with ur tool make my game crash whenever I try to teleport there is there any other way I can do this?
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Isaac Saetern
 
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Post » Tue Jun 19, 2012 7:49 am

the loffile generated with ur tool make my game crash whenever I try to teleport there is there any other way I can do this?
If your world is the same size or smaller than the vanilla game you can copy Tamriel.lod from Data/Lodsettings, and rename it to your worldspace name. 'MyWorldSpace.lod'
This.
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Ana Torrecilla Cabeza
 
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Post » Tue Jun 19, 2012 11:23 am

You should try to do as Alexander and Kalian suggests, take the tamriel.lod file from the skyrim bsa, put it in Data/lodsettings, then rename it to issgard.lod. Please let me know if that works, that will help for us to find what the problem could be with the generator.
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Elisha KIng
 
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Post » Tue Jun 19, 2012 6:25 am

One thing you could try with the generator:
Issgard
0
0
32
I know your world is smaller, 24, but 32 could be a minimum as the progran is writen right now, and that should still work even if your world is smaller.
Let me know if that works.
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laila hassan
 
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Post » Tue Jun 19, 2012 5:01 am

Will try that tonight but whats it's actual use ? Also tomake lods ... Can i make. Lod meshes b4 finishing the landscape and the textures after ? How about the statics mehses the trees and all that stuff?
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Amanda Furtado
 
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Post » Tue Jun 19, 2012 1:45 am

The Lods done do add texture done in the CK or it adds just the color map?
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Kelly Osbourne Kelly
 
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Post » Tue Jun 19, 2012 5:46 am

Hello Ihave been using I have a problem all is pink blueish even if I loaded a color map and the sea seems to cut off after a certain distance do you know what's wrong?

Also it gived me triangle count problems every time I tried even 1/3 resolution on oscabe but I had to put 64000 is there a way to make it better?
also Elinen how did you do your nice terrain land textures?

http://img403.imageshack.us/img403/5853/222uic.jpg
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Carlos Vazquez
 
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Post » Tue Jun 19, 2012 12:04 pm

Here another problem in lods seems that Oscape can't generate good lods either?

http://img268.imageshack.us/img268/6660/65383595.jpg
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Auguste Bartholdi
 
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Post » Tue Jun 19, 2012 2:53 pm

May be this is the reason why it don't work? This is the preview of my map but I see in the explanation page that shoudl look much different ... any ideas?

http://img825.imageshack.us/img825/1092/62455137.jpg
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KU Fint
 
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Post » Tue Jun 19, 2012 2:01 pm

Hm, I'm having issues with Oscape now, primarily with the generation of the .raw heightfield. Just realised you need a .esm file to work with Oscape, you should probably add that to the tutorial since I had a .esp I've been trying to create a .raw for and Oscape just throws up errors. I ended up using wryebash to create a copy as .esm. Also once you've used the .esm in Oscape is it then fine to use the .esp it was copied from in the CK? Obviously I can't set an ESM to active file is all. Also should I load up Skyrim.esm in the CK as well or just my own mod?

May be this is the reason why it don't work? This is the preview of my map but I see in the explanation page that shoudl look much different ... any ideas? http://img825.imageshack.us/img825/1092/62455137.jpg

..I'm getting a similar issue to this. The big black squares aren't as big as that but the image does look overly blocky, I'm sure I've had it come up looking more like your original screenshot of the process before. No idea if this is an issue or not mind. Oscape seemed to do the rest of the process without errors thus far.

- Copy all the LOD .btr files to the common\skyrim\Data\meshes\Terrain\yourworldspace folder.

Could you clarify this bit please? Do you mean preserve the file structure (IE keep all the folders "LOD-500000", "LOD-125000" etc? Or just take all the .btr files out of there and simply dump them together within the one folder? EDIT - It appears you dump them all in the root folder, this got some form of LOD working for me, although it doesn't seem to be working ideally and there's some serious issues round the edge of the map, especially this giant 'wall' where I'm assuming I got sea level wrong or something..arrgh..

- Make a border region in the Region Editor. it doesn't need to contain anything, it just needs to outline the total area where you will want LOD generated in. And make sure the "border region" box is checked before you apply.
- Go to Worlds -> Generate Max Height Data For World (NOTE: This assumes you read the pervious step and have created your border region) Hit yes, then no.
- It'll take a bit to load, but when it's finished, a box will come up that says "done"

I wasn't too sure what you meant by the region editor, although a bit of confusion later seemed to work out how to create a border region. After this however when I went to generate max height data for my worldspace I get the following error -

DEFAULT: Failed to calculate Max Height data for cell (x, x). Maximum low res value of 260094 will not fit in byte storage at Z granule of 256.

If anyone has any idea what this means I'd be much obliged. This error occurs for every single cell as far as I'm aware and despite the 'yes to all' button it just repeats it for ever. Clicking 'no' exits the program. It also says the following beforehand, which seems a bit off -

Generate max heights for cells (-74, -74) to (73,73) [21904 cells] in border region of world 'myworldspace'?

It's the -74, -74 there that confuses me.. my worldspace is 64x64 cells and the border region is drawn within those confines. Why does it think my worldspace is 10 cells wider than it is? Could this be the source of the error and if so is this related to the region editor?

For now I attempted just to skip this part entirely - what is it's purpose? I already have an .LOD file for my worldspace and a working .esp which is playable in game, albeit without LOD working. The next step seems to be chugging away nicely, albeit I'm a bit pissed it decided "switching to single threaded mode as only generating textures" - oh ta, CK, thanks for only using one of my 8 cores, I'll see you in 4 years time :tongue:

I'm in actual genuine hell here trying to get this working, even after following several tutorials to the letter. Based on the .pngs generated by Oscape I'm really hoping that a lot of brown solid colours and a lot of purple stuff is what I'm supposed to have got out of it.
I don't understand how other people are doing it, it's been doing my [censored] in for the past week. Do I have to go through the entire process again every single time I make changes to my worldspace or terrain mesh/floor textures/objects etc? If anyone's feeling charitable here's my worldspace - generated originally using TESannwyn - it's of Vvardenfel and Solstheim so I'm sure a fully-working version of it would be useful to some modders at least. Check it out and see if I'm making any schoolboy errors here - https://skydrive.live.com/redir.aspx?cid=1d26cdb31c1539fa&resid=1D26CDB31C1539FA%21283&parid=root
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Matthew Barrows
 
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Post » Tue Jun 19, 2012 9:09 am

hi I have been able to install all the files easily with oscape install button , I did not need to do pngs , convert them etc , but ... there are just purple mountains tough ... dunno why , may be i missed to generate textures? Why my map is blocky in oscape? may be gecko converts it bad in a esm format?

how big is solstheim?
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stevie trent
 
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Post » Tue Jun 19, 2012 10:32 am

Ok I tried generate with directx and PNG , I see that here creates in the folder two types of textures a dds and a png , the dds is the green one and the PNG is the blueish classic normal map color one ... now why this difference ? What's wrong there? And what with those squary blocks I see in the map?

plus it did create no color map but still offers me to install? are they created after or located somewherelse? is this the reason why the landscape is all blue ?

Honestly Elderscrolls are famouse for the modding but WTF Its tha hardest crap to mod ever !!!! no support no explanations no working tools , they just give you the CK that is even buggy and you cannot use for else than placing some npc and some items around if wasn't for all the modder programmers that make the infrastructure around ... other modding communities are very much better treated by the developers ... like Crytek and Unreal DK team...


http://img403.imageshack.us/img403/3040/76559656.jpg
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Jani Eayon
 
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Post » Tue Jun 19, 2012 10:09 am

Ok by using the PNG and nconvert to get the PNG to replace the DDS generated throught direct x made the textures appear , altouhg the lods "DO" Have issues of the squared parts that I woudl like ot remove wthout going to handwork each one of them ...

As for the lodsetting generator works now but only couse my world is 32 x 32 ....

The waterlod doesn't show up why?
The water also loks like Superbright azure Why?

I set the water level to 1236 same for water lod , the terrain is set at -2048

http://img848.imageshack.us/img848/2298/54396892.jpg
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Kortniie Dumont
 
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Post » Tue Jun 19, 2012 2:54 pm

I set the water level to 1236 same for water lod , the terrain is set at -2048
Set to -14000.00 for water and -27000.00 for land like Tamriel.
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Lucky Boy
 
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Post » Tue Jun 19, 2012 4:54 am

when creating in tewsannwyn or else in ck?

and why is so bright?
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Chantel Hopkin
 
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Post » Tue Jun 19, 2012 10:28 am

my actual terrain is -2048 and the right height for the water to touch the shore and match the seacolormap is + 1235 ... how shoudl I put the generation numbers in tesannwyn and the numbers in the ck?
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Chloé
 
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Post » Tue Jun 19, 2012 7:20 am

when creating in tewsannwyn or else in ck?
Else, in CK.
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Marnesia Steele
 
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Post » Tue Jun 19, 2012 7:29 am

but if I generate the land shoul I leave like no h change? I mean intesannwyn?

and when I lower the land at -27000 is under abysses in the ck the land ....
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Tom Flanagan
 
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Post » Tue Jun 19, 2012 1:51 pm

Ok I managed to get the lod water working by :


1 creating a 0 level tesannwyn esp , load in CK check the water level , rise the waterlevel to measure the needed height ...

Open again the tesannwyn redo the esp file with -14000 adding - the height measured of the desired water level ....

in my case this was -15326

load theck and leave it as is in -2048 height of the terrain , lower the water lod and water normal to -14000 save reload

Create the esm run oscape , make the lods in png then convert with nconvert ... reinstall , use the small program posted abouve to make the lodfilesetting and try ingame ....

now this time I have the lods , I have the terrain texturies and I have the water lods but ....

All the world looks so DARK like if there is no sun and is all underearth ???

What is that now?


http://img546.imageshack.us/img546/5162/35187906.jpg
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Madison Poo
 
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Post » Tue Jun 19, 2012 9:04 am

Set to -14000.00 for water and -27000.00 for land like Tamriel.

I think this is the cause of my current issues, I also used the following for TESAnnwyn, importing the heightmap from Morrowind to a Skyrim .esp -

TESAnnwyn -i Skyrim -o -2048 -x -64 -y -64 -w Morrowind01 MorrowindSols01.bmp

I'm trying it out without the -o -2048 bit because it seems deep ocean wilderness in Skyrim is now incredibly high. What are the default land/ocean heights for Morrowind? Does anyone know this? I'm having trouble googling it.
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Eoh
 
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Post » Tue Jun 19, 2012 6:53 am

what are ur issues?if is the level of lod do as I did , but the problem is that now I have all black like if the player was in a dungeon or the like , very very strange lightning ...
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Karl harris
 
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Post » Mon Jun 18, 2012 11:29 pm

Anyway does anyone knows how to fix this weird lightning issue?
does anyone know why my water lods ends at 1024 border of my world? DO I have to make an infinite world to see the water spans indefinetly?
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Liv Brown
 
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Post » Tue Jun 19, 2012 6:46 am

I'm trying it out without the -o -2048 bit because it seems deep ocean wilderness in Skyrim is now incredibly high. What are the default land/ocean heights for Morrowind? Does anyone know this? I'm having trouble googling it.
Okey, do this, then change in CK the land and water height to Tamriel.
I think it's better to you to convert all MW land to Oblivion via Morroblivion and then in Oblivion TES CS you can check it.
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u gone see
 
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