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

Post » Mon Jun 18, 2012 9:49 pm

Oh, that flickering is a completely separate issue. I just need to lower the land there a little bit. The water is fine, it's just that the seabed underneath is ridiculously close, causing some texture flickering.

And it looks so dull because it's a CK screenshot, plus the sun was behind the camera, meaning no water reflection.
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christelle047
 
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Post » Mon Jun 18, 2012 11:55 am

Oh, that flickering is a completely separate issue. I just need to lower the land there a little bit. The water is fine, it's just that the seabed underneath is ridiculously close, causing some texture flickering.

And it looks so dull because it's a CK screenshot, plus the sun was behind the camera, meaning no water reflection.
Oh okay. So I tried generating LOD for just land/water in the CK instead of the usual Oscapeness. The ocean water height worked, however the difference between loaded ground and LOD ground was far too great with this LOD... All around me where LOD began there were massive tears in the ground... I guess Oscape LOD is heigher resolution, and therefor fits the actual loaded ground better?

So it looks like I have to either deal with ground tears or no ocean... -_-
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sarah simon-rogaume
 
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Post » Mon Jun 18, 2012 5:36 pm

Is Oscape still being developed? I thought Ethatron was looking at integrating the LOD water and water height then updating Oscape, or did I misunderstand that one.
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TOYA toys
 
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Post » Tue Jun 19, 2012 2:24 am

Is Oscape still being developed? I thought Ethatron was looking at integrating the LOD water and water height then updating Oscape, or did I misunderstand that one.
He sort of maybe did the water part, refer to my quoting of him a few posts up. (Like 10) He said 'try this' linked to a version of Oscape (Though mistakenly to the one we already had?) and instructed me on setting water height. It doesnt work, and I think he linked to the wrong, old version. However, he isn't responding. :(
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M!KkI
 
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Post » Mon Jun 18, 2012 4:24 pm

The height of land LOD is quite a bit lower than regular land. It's been this way in all recent Bethesda games, and once you start getting objects in the world it isn't noticeable.
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мistrєss
 
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Post » Tue Jun 19, 2012 2:18 am

The height of land LOD is quite a bit lower than regular land. It's been this way in all recent Bethesda games, and once you start getting objects in the world it isn't noticeable.
But with my Oscape generated LOD this difference is negligable. With the CK generated stuff it's horridly obvious and distorted...
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Tiffany Castillo
 
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Post » Mon Jun 18, 2012 1:29 pm

I agree entirely. Oscape and TES4QLOD (when developed for SKyrim) are certainly the tools of choice. I really hope Oscape etc is being further developed. They are excellent tools, utterly excellent.
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Paula Rose
 
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Post » Mon Jun 18, 2012 5:59 pm

Hello.
Need some help with lod textures.
When I tryed to make them via Oscape, I get this:
http://i.imgur.com/rX6rj.jpg
http://i.imgur.com/LCYGN.jpg

When I try to use CK World Lod to make the textures, I get this:
http://i.imgur.com/JdOI4.png

How I can fix the textures? I get though all steps, including creating heightmap, heh. And at the end I got this strange bugs.
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Sarah Knight
 
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Post » Tue Jun 19, 2012 1:46 am

Kalian- when generating textures in the CK, did you use the Source and Compressed option? If so, use the Source Textures Only choice instead.
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Rachael
 
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Post » Mon Jun 18, 2012 7:41 pm

Kalian- when generating textures in the CK, did you use the Source and Compressed option? If so, use the Source Textures Only choice instead.
I get this textures after genereting in the CK with Source Textures Only.
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Ellie English
 
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Post » Mon Jun 18, 2012 12:44 pm

Weird. I guess I have a magical Creation Kit then. :blink:
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CArlos BArrera
 
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Post » Mon Jun 18, 2012 9:41 pm

Actually I think you might. When generating textures in the ck, I always get the black border issue. Converting pngs from oscape is the only thing that's ever worked for me.
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Jade Barnes-Mackey
 
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Post » Mon Jun 18, 2012 12:21 pm

Actually I think you might. When generating textures in the ck, I always get the black border issue. Converting pngs from oscape is the only thing that's ever worked for me.
If I use the textures from Oscape, I get this: http://i.imgur.com/rX6rj.jpg
All textures from Oscape are brown. All of them. They are different, the cell texture and the lod.
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Bird
 
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Post » Mon Jun 18, 2012 2:27 pm

If I use the textures from Oscape, I get this: http://i.imgur.com/rX6rj.jpg
All textures from Oscape are brown. All of them. They are different, the cell texture and the lod.

That's what I got as well when I used Oscape, which is kept trying to use the CK. Luckily, it ended up working out well.
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Breautiful
 
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Post » Mon Jun 18, 2012 9:04 pm

FYI folks Gstaff replied in the broken worldspace thread. Navmesh is being worked on, but worldspace is a havok issue apparently.
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Destinyscharm
 
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Post » Mon Jun 18, 2012 8:17 pm

That's what I got as well when I used Oscape, which is kept trying to use the CK. Luckily, it ended up working out well.
Hm, so your textures in Oscape are like mine? Okey, maybe I should do something in CK before generating the textures?

FYI folks Gstaff replied in the broken worldspace thread. Navmesh is being worked on, but worldspace is a havok issue apparently.
Can you give a link?
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Conor Byrne
 
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Post » Mon Jun 18, 2012 11:57 am

http://www.gamesas.com/topic/1351453-gamebreaking-bug-for-worldspaces-bigger-than-4-quads-in-width-thread-2/page__st__30
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gary lee
 
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Post » Mon Jun 18, 2012 12:32 pm

Hm, so your textures in Oscape are like mine? Okey, maybe I should do something in CK before generating the textures?

Yep. All I really did before generating in the CK was make sure that there was nothing in the \Source\DDSTextures\Terrain\Worldspacename folder, and I generated Source only. I don't think I really did anything special... it just worked.
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jodie
 
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Post » Mon Jun 18, 2012 8:54 pm

Looks like I have different CK of.. dont know. CK generate all textures http://i.imgur.com/6vdwa.png
Strange, hm.

Wait, wha~
Just did compressed textures. Seems like.. they are normal. o_O
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Jani Eayon
 
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Post » Mon Jun 18, 2012 10:48 pm

Can one of the Region Experts give me a hand here: http://www.gamesas.com/topic/1352516-ctd-on-load-with-addition-of-another-generated-region/

If this is an issue with limited region size generation, all huge projects could be even more screwed... If it's something I'm doing wrong, I'd love to know as my project has stopped dead in it's tracks...
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Emily Jones
 
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Post » Mon Jun 18, 2012 9:26 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.
Okay now I'm trying to do tree LOD. What all do I need for that? I just opened the LOD thing, checked tree's and said generate. It took 12 seconds, and made many level 4 files, but nothing shows up ingame. Now, I haven't extracted ANY files and made the TGA, so I assume that's why. So my question is, what exactly do I do there? Just extra all LOD .dds textures, make them TGA then put them straight into the Source/TGATextures folder? Do they need to still be in their respective sub-folders, or just all right there? Also, I only find like maybe 80 lod textures in the Textures BSA. Are there supposed to be that few or am I missing something? (It seems like there should be like hundreds or thousands)
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mollypop
 
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Post » Mon Jun 18, 2012 11:25 pm

Okay now I'm trying to do tree LOD. What all do I need for that? I just opened the LOD thing, checked tree's and said generate. It took 12 seconds, and made many level 4 files, but nothing shows up ingame. Now, I haven't extracted ANY files and made the TGA, so I assume that's why. So my question is, what exactly do I do there? Just extra all LOD .dds textures, make them TGA then put them straight into the Source/TGATextures folder? Do they need to still be in their respective sub-folders, or just all right there? Also, I only find like maybe 80 lod textures in the Textures BSA. Are there supposed to be that few or am I missing something? (It seems like there should be like hundreds or thousands)
The CK does not generate an LOD tree atlas (dds texture file--at least it didn't for me) so I copied the tamrieltreelod.dds file, renamed it, and put it in my textures/terrain/worldspace/trees/ folder and it worked perfectly. The only problem is, http://www.truancyfactory.com/images/misc/treeLod.jpg when you get close to them so they're worse than useless until someone figures out how to fix them.

Most of the LOD.dds textures are heavily reused: one texture may be used for several different LOD objects. That's why you have more objects than textures.

@ElijahHouck: What did you do to get your LOD objects to generate correctly? When I generated mine, I had http://www.truancyfactory.com/images/misc/objectLODbug.png: all mine look like they've been mapped with overhead projection.
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sunny lovett
 
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Post » Mon Jun 18, 2012 10:14 pm

The CK does not generate an LOD tree atlas (dds texture file--at least it didn't for me) so I copied the tamrieltreelod.dds file, renamed it, and put it in my textures/terrain/worldspace/trees/ folder and it worked perfectly. The only problem is, http://www.truancyfactory.com/images/misc/treeLod.jpg when you get close to them so they're worse than useless until someone figures out how to fix them.

Most of the LOD.dds textures are heavily reused: one texture may be used for several different LOD objects. That's why you have more objects than textures.

@ElijahHouck: What did you do to get your LOD objects to generate correctly? When I generated mine, I had http://www.truancyfactory.com/images/misc/objectLODbug.png: all mine look like they've been mapped with overhead projection.
Ah, thank you for that. Though, curiously my trees now appear perfectly fine. :blink: As you can see, they fade out when near, and don't 'line up' like they do for Elijah: http://cloud.steampowered.com/ugc/468610754566763517/427D24EB7DBFC519B587C50628FFA4935C2A67DD/ All I did was go to LOD, check tree's and say Generate, then copy and rename the file you said.

On to object LOD for me. I got all the TGA's, but when I try to generate, I get this error:

Texture atlas build failed with the following errors:[LOD diffuse texture '..\Source\TGATextures\lod\MtnRidge02LOD.tga' and normal texture '..\Source\TGATextures\lod\MtnRidge02LOD_n.tga' are not the same size (but should be).
Then it fails and nothing happens. :/ All I did was extract, convert and move the files so they shouldnt get any weird errors like this...
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Beat freak
 
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Post » Mon Jun 18, 2012 12:59 pm

Ok, found some stuff that disappoints me greatly.

http://dl.dropbox.com/u/7481262/Ethas%20Screens/Tree%20LOD%20Findings.PNG is a very poorly edited (didn't feel like opening Photohsop) screenshot. Basically, what's happening is this:
  • I've worked on an area towards the very western edge of the world, an area that just so happens to be past the cell column x=-32.
  • When I generate trees, they all line up on the border... of cells that have an x component of -32.
  • If I place a tree in a cell with an x component of -33, i.e. one more cell to the west, it lines up in that line of failed tree LOD. In the screenshot, I illustrated where the tree is actually placed in the world vs. where its LOD twin is.
  • If I place a tree in any cell east of x=-32 or in a cell with an x component of -32 itself, the LOD generates perfectly. This is seen by the tree in the bottom left. It is positioned exactly where it should be.
So what does this mean? It means there's a limit to what tree LOD will apparently generate- any cells that aren't outside of this 64x64 cell border are fine. Anything farther then that (for example, cell coordinate -17, 33 or something like 35, 10) fails and gets placed in this line formation.

So woohoo, we have another LOD problem. Hopefully this will get patched, but I'm guessing this will be one of those "too big of a problem to fix in a patch" things.
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Jonathan Braz
 
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Post » Mon Jun 18, 2012 3:19 pm

Ok, found some stuff that disappoints me greatly.

http://dl.dropbox.com/u/7481262/Ethas%20Screens/Tree%20LOD%20Findings.PNG is a very poorly edited (didn't feel like opening Photohsop) screenshot. Basically, what's happening is this:
  • I've worked on an area towards the very western edge of the world, an area that just so happens to be past the cell column x=-32.
  • When I generate trees, they all line up on the border... of cells that have an x component of -32.
  • If I place a tree in a cell with an x component of -33, i.e. one more cell to the west, it lines up in that line of failed tree LOD. In the screenshot, I illustrated where the tree is actually placed in the world vs. where its LOD twin is.
  • If I place a tree in any cell east of x=-32 or in a cell with an x component of -32 itself, the LOD generates perfectly. This is seen by the tree in the bottom left. It is positioned exactly where it should be.
So what does this mean? It means there's a limit to what tree LOD will apparently generate- any cells that aren't outside of this 64x64 cell border are fine. Anything farther then that (for example, cell coordinate -17, 33 or something like 35, 10) fails and gets placed in this line formation.

So woohoo, we have another LOD problem. Hopefully this will get patched, but I'm guessing this will be one of those "too big of a problem to fix in a patch" things.

Again, in all fairness to them (to any who will see this problem as a horendous oversight on Bethesda's part, so this is not directed at you Elijah) they dont have any objects or tree's outside of this area. Only land LOD, so I see why it happened. Though I do hope it's fixed!

Also, do you know why I'm getting the error above? I tried re-extracting and converting incase it was a fluke, but alas, same error. I even get it if I delete the files in question. (Where I would think it would then say like 'cannot find file' or something) So, any idea? >.>

EDIT: Double also, I just tried generating Textures for the land, and well... It didn't create any files... O.o It went through all the steps, and took just under 9 minutes and I was like cool. Went ingame, pink LOD land. Checked the files and there were no texture LOD files... So. Wat?
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willow
 
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