Tutorial for Generating Landscape LOD

Post » Tue Jun 19, 2012 6:46 am

So far I have not done anything for Skyrim. But what I get from this (and other) threads is that landscape handling is a complete bricolage.

Maybe it is time to start a test wordspace on my own in order to understand all this...
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Scotties Hottie
 
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Post » Tue Jun 19, 2012 1:05 pm

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.

I just experienced the same issue as previously stated where the .lod file causes the game to crash on loading the worldspace. This was for a world 84 cells wide. I generated one for a world at the larger 128 cell width and it worked fine.

I tested this further with various sized of LOD file and worked out that the width of the world you enter has to be a multiple of 32. Tried it with 32, 64, 128, no problems. Multiples of 8, 16 and other random numbers causes the game to crash on loading the worldspace in question. I'm guessing the .lod file has to represent full quads and not individual cells then, since if I'm not mistaken a world size of 128 cells would be 4 quads wide, so each quad is, coincidentally enough, 32 cells wide. I'm guessing if your fella's got some time to do it he could fix it by just making whatever number you enter for world width round up to the nearest multiple of 32.
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CHARLODDE
 
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Post » Tue Jun 19, 2012 6:06 am

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.

Oh yeah also I think this was an issue with photoshop of all things - I added Soltsheim to the map and made the image 4096x4096 in photoshop and just drew in the same colour all the missing deep ocean cells. When I simply extracted the .bmp from morrowind as-is, then posted it straight into a skyrim .esp with no fancy settings, the water level at default seemed perfect -

http://imageshack.us/photo/my-images/861/vivecckwaterheight.jpg/

Shame I'm later going to turn that entire area of Vivec into a smoking crater really haha.
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Britta Gronkowski
 
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Post » Tue Jun 19, 2012 5:29 am

I just experienced the same issue as previously stated where the .lod file causes the game to crash on loading the worldspace. This was for a world 84 cells wide. I generated one for a world at the larger 128 cell width and it worked fine.

I tested this further with various sized of LOD file and worked out that the width of the world you enter has to be a multiple of 32. Tried it with 32, 64, 128, no problems. Multiples of 8, 16 and other random numbers causes the game to crash on loading the worldspace in question. I'm guessing the .lod file has to represent full quads and not individual cells then, since if I'm not mistaken a world size of 128 cells would be 4 quads wide, so each quad is, coincidentally enough, 32 cells wide. I'm guessing if your fella's got some time to do it he could fix it by just making whatever number you enter for world width round up to the nearest multiple of 32.

We found the same thing. Make the program rounding up to nearest 32 is a good idea, thanks :)
Right now we are trying to figure out what all the values in the .lod file code actually do.
00 ff 00 ff 00 02 00 00 04 00 00 00 20 00 00 00
The first four is the x cell coordinate, second four is the y cell coordinate, then there is the value for how big the worldspace is. These are the values that our lod file generator will change at the moment.

Anyone know something about the rest?
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JESSE
 
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Post » Tue Jun 19, 2012 1:22 am

- 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"
- If when you hit "OK," the CK crashes, make sure there is a fresh yourworldspace.lod file in common\skyrim\Data\lodsettings. If not, try again. And again. Same with most crashes.
- SAAAAAAVE

How long is this supposed to take? This just seems to crash the editor for me.. no response from the program for ages so I have to force quit. Does this part just generate an .LOD file and that's it? As obviously I already have one of those so can skip this step if that's the case! I don't think my PC's to blame, it's a bit on the fast side (i7 930 w 12GB RAM).
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StunnaLiike FiiFii
 
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Post » Tue Jun 19, 2012 12:39 am

Does anyone think that Bethesda can give a hand in this super issue or they just don't care?

anyway who knows what's my lightning problem due to?
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Chris Duncan
 
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Post » Tue Jun 19, 2012 9:44 am

Building the LOD textures in CK seems to stop after a while as well - left it on for about an hour and it got as far as 28%. However when restarting the World LOD function to build normal/diffuse textures it does seem to pick up where it left off after restarting the editor.

I'd love to know how Bethesda achieved this. The fact their own tools can't do it and I end up using a good 5 different programs to get even remotely visible results must mean they had some trick up their sleeves. I haven't even got started with water or object LOD yet.. I don't actually know where to start with either! There's no real guides, just countless forum discussions.
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Marina Leigh
 
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Post » Tue Jun 19, 2012 3:40 am

How long is this supposed to take? This just seems to crash the editor for me.. no response from the program for ages so I have to force quit. Does this part just generate an .LOD file and that's it? As obviously I already have one of those so can skip this step if that's the case! I don't think my PC's to blame, it's a bit on the fast side (i7 930 w 12GB RAM).
Yes, all it does it create a .LOD file (at least I think, I've never tried making a .LOD files another way) And for me, It takes about 20 minutes.

EDIT: on your earlier post you mentioned that your mod must be an .esm file to work, this is probably only true for some people, as mine is an .esp file, always has been. Not sure why you have to make it an .esm :/
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Charlotte Buckley
 
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Post » Tue Jun 19, 2012 11:36 am

DOES ANYONE KNOWS why I have black lightning in the scene ingame????
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Kayleigh Williams
 
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Post » Tue Jun 19, 2012 9:15 am

Seems that the problem may be couse I didn't check use sky cell ... as for the difference in the color of the lods and the color map is may be they use a different light up level , so the bug may be in the Oscape and tesannwyn not beeing calibrated ...

I will try to not use the solor map and hand paint it CK .... then redo the oscape lods after finishing ...

nopw the last thing how do I do to make the sea look infinite?
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Jason Rice
 
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Post » Tue Jun 19, 2012 9:16 am

Ok seems Oscape generates broken color maps , is there any way to replace those with working color maps?
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Betsy Humpledink
 
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Post » Tue Jun 19, 2012 2:40 am

Yes, all it does it create a .LOD file (at least I think, I've never tried making a .LOD files another way) And for me, It takes about 20 minutes.

EDIT: on your earlier post you mentioned that your mod must be an .esm file to work, this is probably only true for some people, as mine is an .esp file, always has been. Not sure why you have to make it an .esm :/

Strange, I have read elsewhere that Oscape required a .esm file to work and I always have for some reason. Other people did report success with .esp files so no idea. I always get errors when attempting to extract with mine unless they're .esm - maybe it depends on the .esp in question (mine was generated with TESannwyn, maybe that's it).

If it's taking 20 minutes to generate a 1kb file then either something's seriously crap about the .lod generation or it's doing something else too. Anyway I've got somewhere here but created http://www.gamesas.com/topic/1353627-lod-hell-someone-helpexplain-please/ on my LOD woes in the hope that a few questions get answered I'm having trouble with.
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jessica sonny
 
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Post » Tue Jun 19, 2012 12:24 pm

Anyone know something about the rest?

http://www.uesp.net/wiki/Tes5Mod:LOD_Settings_File_Format
Oscape generates them for you that way based on the given folder contents.
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Scared humanity
 
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