Creating new Worldspaces.....Discussion Thread #3

Post » Mon Jun 18, 2012 6:21 pm

Guys, the CK gives me this error when I try to generate diffuse textures for the second time:

Nothing to build. Delete existing files if you want to build new ones.

However, I DID delete all existing files and it still refuses! Any idea how to fix that? Oscape and tes4qlod are bugged when generating textures that are in an esp dependant on the worldspace esm.

EDIT: Found it, it's the folder under SteamApps\Common\Source.
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Alycia Leann grace
 
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Post » Mon Jun 18, 2012 5:36 pm

Sometimes it does, sometimes it doesn't. Just play around with it a lot, as i've been doing this pretty haphazardly so I've never been getting the same results :biggrin:. I'm terrible at remembering and/or documenting my steps. Just remember to put the tga files into your tgatextures folder.



Have you tried generating, close the CK, placing files correctly, and doing it once or twice again? For some reason that worked for me. Also, I think you must have the "compressed and source" checkbox checked. let me know how it goes.

I am using Oscape, not the CK to produce the files, so compressed and source, where is that? No matter, I found it.
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Jhenna lee Lizama
 
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Post » Mon Jun 18, 2012 1:36 pm

No PNGs && nConvert. Well PNGs are advisable, but not nConvert.

Ive tried producing LOD without nconvert and without png but still get the bluish/purple textures.
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CORY
 
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Post » Tue Jun 19, 2012 3:08 am

Ive tried producing LOD without nconvert and without png but still get the bluish/purple textures.
Perhaps a silly question, but have you checked the data/textures/terrain/[worldspace] folder and confirmed they're in there? What kind of name do the files have? Have you opened them in an image editing program? Also, the only way I've gotten it to work is using nConvert w/ png's generated by oscape, so I would say continue with that route.
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Catherine Harte
 
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Post » Mon Jun 18, 2012 11:57 pm

Yeah, generate PNG's with Oscape (do not use Oscape's installer!), place nconvert.exe in the TEX-512 or TEX-1024 folder depending on which resolution you picked, then use nconvert to convert all Oscape's PNG's to DDS format, and then manually copy those new DDS files Skyrim\Data\Textures\Terrain\mesogea\
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Rachyroo
 
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Post » Mon Jun 18, 2012 11:04 am

Just downloaded it. For some reason I was thinking that Ethatron said not to use nconvert. Is Oscape being updated to fix the water level and the dds convert issue? I hope so.
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Vicky Keeler
 
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Post » Tue Jun 19, 2012 2:44 am

Wait, do you guys have object/tree LOD generating with the CK mostly working?!?
You can generate object LOD and tree LOD with the CK but there is a problem with each of them: many of the LOD objects are incorrectly UV mapped so instead of textures you get stripes (like an overhead projection map); with LOD trees, the tree LOD doesn't disappear in-game when you get close to the tree, so you see the low-res billboards sticking out of them. Screenshots here: http://www.gamesas.com/topic/1347249-unofficial-creation-kit-bug-list-2/page__st__30__p__20309547#entry20309547.
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Jessica Lloyd
 
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Post » Tue Jun 19, 2012 12:01 am

You can generate object LOD and tree LOD with the CK but there is a problem with each of them: many of the LOD objects are incorrectly UV mapped so instead of textures you get stripes (like an overhead projection map); with LOD trees, the tree LOD doesn't disappear in-game when you get close to the tree, so you see the low-res billboards sticking out of them. Screenshots here: http://www.gamesas.com/topic/1347249-unofficial-creation-kit-bug-list-2/page__st__30__p__20309547#entry20309547.
Oh okay, so you're all still having those issues. Do we not have a 3rd party program for object and tree LOD? :(
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Ashley Hill
 
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Post » Mon Jun 18, 2012 8:43 pm

Nconvert doesnt seem to want to run. I click on the exe and it opens and closes the command line window like jack flash.
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Bambi
 
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Post » Mon Jun 18, 2012 3:41 pm

Nconvert doesnt seem to want to run. I click on the exe and it opens and closes the command line window like jack flash.
That's because it's simply the executable that does the task you assign it. You have to make a batch file to run it. Right click in the same folder as it, say New Text Document, type in the appropriate command line and save the txt file. (You can name it anything you want) Then change the extension to .bat and run it from the same folder as nConvert.
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gary lee
 
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Post » Tue Jun 19, 2012 3:29 am

Being a tad thick here, trying to do this and several other jobs doesnt help (kids, wife jeez)

nscape -out dds mesogea.png

My png files are called mesogea.xx.xx.xx.png

so I am presuming I use that command line, or just the original one (neither work by the way)

renamed the txt file to a bat file, it runs as a command line but again opens and closes as fast as billyo
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Andrea P
 
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Post » Tue Jun 19, 2012 3:25 am

Being a tad thick here, trying to do this and several other jobs doesnt help (kids, wife jeez)

nscape -out dds mesogea.png

My png files are called mesogea.xx.xx.xx.png

so I am presuming I use that command line, or just the original one (neither work by the way)

renamed the txt file to a bat file, it runs as a command line but again opens and closes as fast as billyo
That line would only convert a file called Mesogea.png to a dds. That's why it closes instantly, it finishes. (All 0 files)

Make sure you have a file with ONLY the PNG's you want converted (Which Oscape gives you), then make your command line 'nconvert -out dds *.png'. Then place the bat AND nConvert in the same file as your textures. Right along side them. Then when you run the batch file, it should convert every single PNG to a DDS. Then you delete the PNG's and nConvert/Batch, and install the remaining files.
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He got the
 
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Post » Tue Jun 19, 2012 2:28 am

So, once again sorry for the noob questions - does this mean we generate LOD for landscape and objects seperately, and we can generate LOD for objects in the editor without as much hassle?
Checking the "Is Full LOD" box is a workaround for large static meshes disappearing. I think the bug is caused when the cell something is in is unloaded and the game doesn't reload the object along with its cell (sound familiar?) so you just assign it as its own LOD mesh and it will never be unloaded.

Not advisable of course.

Also, pointless commentary:
-Shucks that you guys are having so much trouble with the LOD! I'd really hoped the third party tools were everything you needed...
-Fascinating that so many people are making new worldspaces. I'd love to see what you do with them!
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Scared humanity
 
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Post » Mon Jun 18, 2012 1:23 pm

Made a tutorial for generating working landscape LOD, I can repeat it as many times as needed. No purple textures. :)
http://www.gamesas.com/topic/1351378-tutorial-for-generating-landscape-lod/
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Robert Bindley
 
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Post » Mon Jun 18, 2012 2:09 pm

Made a tutorial to try and help with getting working landscape LOD. Was able to repeat multiple times. No more purple textures!!
http://www.gamesas.com/topic/1351378-tutorial-for-generating-landscape-lod/
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Darren Chandler
 
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Post » Mon Jun 18, 2012 5:34 pm

I think you can try http://paradice-insight.us/stuff/oblivion/OscapeGUI_v20beta4.7z. The sealevel field is in the preview, you can type the value if you want to have a different from the export. You have to re-export to get the water-sealevel pre-set correctly into that field, but you can also type it if you know it for testing. Also no 1x1 maps are created anymore. MERP with a sealevel of 0.0 works at least. I didn't integrate the land-level, maybe later.

Hey, can you clarify this? You linked to the same version of Oscape that I already have, and when I extract it says 'Sealevel - 32500' which is where it should be, but my default-level LOD water still wont show up.
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CArlos BArrera
 
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Post » Mon Jun 18, 2012 9:06 pm

Tryed to make a lod from the guide.

1. How can I convert esp to esm?
2. Also, I cant check Colors under Normals in Oscape. Is it okey?
3. While generating lods, I always get error: "The current tile contains too much triangles".

Fix point 2 and 3.

How can I fix it all this problems?

Thanks!

Worldspace .LOD file
Every worldspace requires a .lod file that says how big it is. The CK will generate one for you, but you must have a lodsettings folder in your Skyrim/Data folder for it to work.....for some reason if the folder isn't there for it ot put the file in, it does not make the file.
is there another way to make .lod file?
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SHAWNNA-KAY
 
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Post » Mon Jun 18, 2012 10:44 pm

is there another way to make .lod file?
You can just extract Tamriel.lod from the Skyrim BSA, then place it in the appropriate folder and rename it to MyWorldSpace.lod. Then your stuff will show up, unless your worldspace is bigger than Skyrim's, in which case you need to do some hex editing.
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Baby K(:
 
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Post » Mon Jun 18, 2012 1:56 pm

Thanks!
Well, in another thread someone helped me. Anyway, thanks for answering, Alexander.
I found http://www.gamesas.com/topic/1320917-wip-preview-oscape-landscape-lod-generator/page__view__findpost__p__20370502, maybe you know the solution?
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Chelsea Head
 
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Post » Tue Jun 19, 2012 1:57 am

Cool, got terrain mesh, terrain texture, and object LOD all working perfectly in the CK. Yay me?

All I need now is working tree LOD. Oddly enough, after generating, they don't even produce the normal error (where they don't fade out), all of the trees line up in a straight line several cells off. Any ideas?
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Queen Bitch
 
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Post » Mon Jun 18, 2012 5:29 pm

*snip* and object LOD all working perfectly in the CK. Yay me?
Wat? Care to say how you did it?! :D :D :D
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Stephy Beck
 
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Post » Mon Jun 18, 2012 4:03 pm

http://dl.dropbox.com/u/7481262/Ethas%20Screens/LOD%20Proof.PNG a screenshot of my success. Notice that all textures are UV-mapping correctly, and there are no black borders.

Terrain Meshes:
Standard stuff, really. I've never encountered any errors with meshes in the CK. Just hit "generate" and enjoy.

Terrain Textures:
Make sure not to click "Source and compressed textures." I'm guessing the CK's texture scaling is broken, as it blurs the edges, giving us the black borders. On the other hand, "Source Textures Only" works perfectly.

Object generation:
This one was a bit tricky. Of course, we have to convert all LOD textures to .TGA and put them in Source\TGATextures. The only thing that I couldn't figure out was why my LOD mountains were showing up purple. For those, you need to point the "HD LOD Diffuse" and "HD LOD Normal" in the worldspace menu to Data\Textures\Landscape\LOD\Mountains\MountainSlab02.dds" and its normal.

Again, tree generation is still messing up for me. http://dl.dropbox.com/u/7481262/Ethas%20Screens/Tree%20Fail.PNG is what's happening- see how they're all in a straight line along that cell border? They should all be in the valley I posted above. If anybody can give me some tips, it'd be much appreciated.
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Leanne Molloy
 
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Post » Mon Jun 18, 2012 3:08 pm

Object generation:
This one was a bit tricky. Of course, we have to convert all LOD textures to .TGA and put them in Source\TGATextures. The only thing that I couldn't figure out was why my LOD mountains were showing up purple. For those, you need to point the "HD LOD Diffuse" and "HD LOD Normal" in the worldspace menu to Data\Textures\Landscape\LOD\Mountains\MountainSlab02.dds" and its normal.
I'ma write this down somewhere or something. Thanks! All I have left is object LOD and Tree LOD, so once I get to tree LOD if I find a solution I'll let you know. I'm finishing up my 3rd and final region, then I'm going to try to get 100% absolute full LOD.

So does even far away water LOD work if generated in the CK? The Oscape ocean levels are currently funky and it doesn't generate at the appropriate height. So, my island is surrounded by a sea of dirt instead of glistening water. T.T
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Honey Suckle
 
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Post » Mon Jun 18, 2012 11:25 am

LOD Water works perfectly. http://dl.dropbox.com/u/7481262/Ethas%20Screens/Water%20Proof.PNG a screen... I wish I could've shown off an epic view of LOD down the river, but I'm saving that for the first screenshot reveal. :wink:

Also, I freaking hate those LOD waterfalls.
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Lakyn Ellery
 
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Post » Mon Jun 18, 2012 11:11 pm

LOD Water works perfectly. http://dl.dropbox.com/u/7481262/Ethas%20Screens/Water%20Proof.PNG a screen... I wish I could've shown off an epic view of LOD down the river, but I'm saving that for the first screenshot reveal. :wink:

Also, I freaking hate those LOD waterfalls.
The reason I ask is because; Look at your screenshot you gave of your tree issue. What is the light blue behind the purple mountains? Is that water, or what? If it is it looks horrible, if it isn't, it still looks like something is broken. :P
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daniel royle
 
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