Creating new Worldspaces.....Discussion Thread #5

Post » Tue Jun 19, 2012 9:28 pm

I do have very open but the textures lod look very blocky and not really good do you call this a good lod texture? but are you mines?

http://img3.imageshack.us/img3/295/91912595.jpg

as for the noise shoudl be applied also on the lods but iis not seems ...

and here is how is in CK , you can see the blocky look of the lod textures , as well as the obvious difference in brighteness of the Area no lod and the lod texture ...

http://img819.imageshack.us/img819/4863/22212036.jpg

I notice that this seam seems to be visible even in the CK originals , but the blocky textures?

anyway I am starting to think that all those problems are not much of broken tools , it's just the engine is crappy lol .... Kudos to the landscape team of bethesda that coudl work in such engine tools ....
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Chloe Yarnall
 
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Post » Tue Jun 19, 2012 4:47 pm

Do you have me both on /ignore or something? I already told you the cause twice, it's just the Noise.dds texture overlay. It gets applied far heavier to LOD textures inside the active cells than outside. Change the Noise.dds texture and you'll see that it changes ingame.
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Jennifer Munroe
 
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Post » Tue Jun 19, 2012 7:01 pm

I answered you on noise , it shoudl be applied on lods too tough , as it seems applied on basic texture but not on snow , I saw that the snow in ck original doesnt look blocky on lods ...

apart of that does anyonw know why the snow covered items Iplaced in the area of my landscpae ingame has no snow? and also how do I do to make visible the mountains from far ?I see the mountains in skyrim tamriel do not have full lod enabled and enabling woudl severely decrease framerate , tough they do have lods loaded at distance but how to enable those?
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Matt Gammond
 
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Post » Wed Jun 20, 2012 7:29 am

Do you have me both on /ignore or something? I already told you the cause twice, it's just the Noise.dds texture overlay. It gets applied far heavier to LOD textures inside the active cells than outside. Change the Noise.dds texture and you'll see that it changes ingame.

I do not have you on ignore, of course. It's just that this is not so much of a problem for me since this is actually in Vanilla Skyrim and not a CK related bug, so I would rather move on to really critical problems like tree lod restriction and thousands of other things which are more important than this.
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Dalton Greynolds
 
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Post » Tue Jun 19, 2012 7:06 pm

and also how do I do to make visible the mountains from far ?I see the mountains in skyrim tamriel do not have full lod enabled and enabling woudl severely decrease framerate , tough they do have lods loaded at distance but how to enable those?

Now there you have the real problems.

Read this:

http://www.gamesas.com/topic/1354877-new-worldspaces-object-lod-and-region-generation

and have fun...
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Alexis Acevedo
 
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Post » Wed Jun 20, 2012 7:24 am

I do have very open but the textures lod look very blocky and not really good do you call this a good lod texture? but are you mines?

http://img3.imageshack.us/img3/295/91912595.jpg

as for the noise shoudl be applied also on the lods but iis not seems ...

and here is how is in CK , you can see the blocky look of the lod textures , as well as the obvious difference in brighteness of the Area no lod and the lod texture ...

http://img819.imageshack.us/img819/4863/22212036.jpg

I notice that this seam seems to be visible even in the CK originals , but the blocky textures?

anyway I am starting to think that all those problems are not much of broken tools , it's just the engine is crappy lol .... Kudos to the landscape team of bethesda that coudl work in such engine tools ....

That looks like either incredibly low resolution LOD meshes or normal maps. Again, no one else is experiencing issues like that, so the blockiness is something on your end.
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Ron
 
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Post » Tue Jun 19, 2012 10:17 pm

whats the difference...

The vertex-painting of the cities in Cyrodiil (from Oblivion) are very particular, very strong, very local, a specific color always. If I'd have to check if it's the gamma-curve or calibrate a non-gamma curve, then those are the perfect cases.

Ah right, so I'm uploading the thing to mediafire just now. Let's see how this goes...

Thanks, let's see if it's just a simple gamma-correction or again some crazy sh... like the Skyrim brightness/contrast-curve for terrain.
I always consider(ed) vertex-colors to be linear (by it's definition as being effectively colored-shadows) and not gamma, but maybe a B programmer thought, hey this are colors, right. :P
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Portions
 
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Post » Wed Jun 20, 2012 12:33 am

Now there you have the real problems.

Read this:

http://www.gamesas.com/topic/1354877-new-worldspaces-object-lod-and-region-generation

and have fun...

Thanks but actually I didn't had problems to generate the mountain lods , my only problem with them is that when I approach they do not have the snow , I guess this may be due may be to non having set a climate or something? does anyone knows what I should set to enable the snow to appear even by close?

as for the blocky lod textures generated by Oscape here is a sample ....

http://img822.imageshack.us/img822/3762/222cqt.jpg

I have manually selected the highest resolution after having generated them throught highest sampling ....

4096 for textures and 2048 for normals ... something wrong?
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Catharine Krupinski
 
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Post » Wed Jun 20, 2012 4:54 am

Thanks, let's see if it's just a simple gamma-correction or again some crazy sh... like the Skyrim brightness/contrast-curve for terrain.
I always consider(ed) vertex-colors to be linear (by it's definition as being effectively colored-shadows) and not gamma, but maybe a B programmer thought, hey this are colors, right. :tongue:

Yeah, whatever you say. I'll go to bed then, good night!
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anna ley
 
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Post » Wed Jun 20, 2012 8:35 am

Here is the big seams .... now I may be doing something wrong may be but in Game with the CK tamriel areas I do not see this heavy Seam on snow ....

how you did to fix this since I hear that for you all this is not present?

( btw no vertex colors now )

http://img689.imageshack.us/img689/9792/67519651.jpg
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Tiffany Castillo
 
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Post » Tue Jun 19, 2012 8:38 pm

After some other tests seems the problem of squary blocks and big seams affects mostly the snow texture as is white or may be oscape dont apply well ? In tamruel the snow dont seem to have that blocky look neither suffer from big visuble seam...
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Brad Johnson
 
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Post » Tue Jun 19, 2012 8:27 pm

Ok I tested other textures , theones with dark colors look quite good with the oscape generated lods , but unfortunately I need to use a lot of ice and snow textures in my level and those look really blocky and the seam is extremely visible , I have compared with the Bethesda texture work on the snowy and icey areas , I see they used a lot of pseudo procedural patterns combination of vertex colors, snow , snowy rocks and some other snowy textures , but all are very white and do not show this weird big difference in the seamborder from lod to local area transition , I would like to ask if someone coudl make some other tests and tell me if the problem relies in oscape may be having a problem with the whitey textures making them blocky and not capturing the seam or something else?

in case how coudl be a solution to make it look better?
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Kathryn Medows
 
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Post » Wed Jun 20, 2012 8:28 am

Yes, my snow looks blocky too, but i was assuming that this is in the actual game anyway, but covered up by lots of objects and weather, like the bichromatic difference obviously is indeed. If you say it isn't then perhaps Ethatron should have a closer look at it.

Hey Ethatron, I would suggest you examine the snow a little closer on my map.
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JaNnatul Naimah
 
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Post » Wed Jun 20, 2012 7:36 am

Hi, finally i released something for testing purposes -

http://skyrim.nexusmods.com/downloads/file.php?id=12517
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Penny Courture
 
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Post » Wed Jun 20, 2012 5:44 am

Just a couple of Oscape questions here if anyone knows the answers..

can anyone explain the whole "1,000,000 - 3/3 of vanilla skyrim" settings etc in Oscape? What do they actually do? I'm just wondering because on some worldspaces I get the "Tile has too many triangles" issue. Secondly is there any way around this error? I'm guessing that setting is the complexity of the mesh or something but I would like to know specifically what it does.

Also, I can't seem to generate color textures of 2048/4096 resolution - the box is grayed out. Any reason why this is?
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Marquis deVille
 
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Post » Tue Jun 19, 2012 8:29 pm

can anyone explain the whole "1,000,000 - 3/3 of vanilla skyrim" settings etc in Oscape?

Do you know how much vertices the whole LOD in [-64,64] of vanilla Skyrim has? Try to calculate it.

Also, I can't seem to generate color textures of 2048/4096 resolution - the box is grayed out. Any reason why this is?

Settings-Menu.

I think there are docs somewhere ... ;)
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Andrew Lang
 
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Post » Wed Jun 20, 2012 7:54 am

Ah sorry yeah, was looking under the 'color maps' part of the documentation, it's mentioned near the top under super-sampling. I'm still not entirely clear on the first question though.. does that mean smaller worldspaces need lower total values and attempting to make 1,000,000 vertices will results in "too many triangles"? I was just curious as I believe you made some 'high quality' LODs for vanilla skyrim and was wondering whether they were higher resolution or if oscape just makes plain better ones?
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Kelly Osbourne Kelly
 
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Post » Wed Jun 20, 2012 7:23 am

That looks like either incredibly low resolution LOD meshes or normal maps. Again, no one else is experiencing issues like that, so the blockiness is something on your end.
Ah sorry yeah, was looking under the 'color maps' part of the documentation, it's mentioned near the top under super-sampling. I'm still not entirely clear on the first question though.. does that mean smaller worldspaces need lower total values and attempting to make 1,000,000 vertices will results in "too many triangles"? I was just curious as I believe you made some 'high quality' LODs for vanilla skyrim and was wondering whether they were higher resolution or if oscape just makes plain better ones?
He explained it to me recently that I should do my best not to go over 1000 pts per cell or w/e, so I do 256000 resolution and my land looks totally fine. Now, I do have a 64x64 cell worldspace so maybe it's different with larger ones. :shrug:
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Craig Martin
 
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Post » Tue Jun 19, 2012 4:27 pm

Yeah I noticed that when trying to generate an LOD for my 32x32 worldspace 256000 seemed the best option with no errors. If skyrim is 128x128 = 16384 cells, then.. nah that can't be right it comes out as 16.3 million. Oh well anyway with 1,000,000 as a reference for Skyrim at 128x128 total this map at 32x32 seems right for around 250,000.

Maybe if there's a lot of deep ocean or something with nothing going on/flat landscape then oscape doesn't bother making super high-quality meshes for that as a few vertices will do, yet still aims to converge on the max target and encounters errors when the cell detail/vertices ratio goes off kilter. So the ideal setting would be based on a combination of worldspace size vs. landscape detail?
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Joe Bonney
 
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Post » Wed Jun 20, 2012 8:21 am

Yes, that's the right interpretation (convergence).
Skyrim tiles have 1000 vertices per 4x4 so all of [-64,64] of Skyrim has ... ~1.000.000 vertices. :)
The CK makes tile-per-tile, always converging to 1000 per tile. Oscape makes all-at-once, always converging to (say) 1.000.000 per full worldspace. In both cases regions which require more detail, get more vertices. But because the files are per-tile, it's possible that the global converger creates 100.000 vertices for a single tile, which doesn't fit into the file-format, and you would never want that much detail in a few square-meters area anyway. That's why I normally prefer capping at a specific error, and don't care about the number of vertices.
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*Chloe*
 
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Post » Wed Jun 20, 2012 2:30 am

I would love to have a rough idea of this setting too. It takes quite a long time to produce my 16384x16384 worldspace in oscape (no complaints, best thing since sliced bread) anway, I am currently running on the 1500000 or whatever setting at the top of the list, I think 3-3 skyrim or somesuch. The LOD does look a bit blocky and doesnt have as much detail as I would like it to have. What setting is pretty decent but not too ridiculous for this size of world to have nice LOD. (takes a few hours to produce it so I am trying to narrow down the trial and error)
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Yama Pi
 
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Post » Wed Jun 20, 2012 8:25 am

I tried MERP at 8 million and memory occupation explodes (24GB I think). 2.5 million should be possible (8GB I think) if the surface is evenly rough. Otherwise you're constrained by the NIF-format (64k vertices/faces), then only the rasising of the delaunay-factor (Quality threshold above 0.95) or changing the error-rule (to max. max. fe.) helps.
When you use the feature-map you can also paint the emphasis. It's great for shores and roads. It is expressed in terms of contrast. The default feature-map (checkbox generate) is based on the class of the landscape texture you use. You can pick up the feature-map of Skyrim WS to get the idea (roads are white, seabed black - they contrast with the default grey thus the border receives more attention). I used 9.0 for the HQ LOD mod with the default feature-map.
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tiffany Royal
 
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Post » Tue Jun 19, 2012 4:50 pm

Judging from 1.5 patch notes, the sudden change of the Noise.dds texture overlay on landtextures at the LOD edge should be fixed now. It was present in the vanilla game as well, but you almost never noticed it due to all the rock meshes.
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Charlotte Henderson
 
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