Custom mountain mesh LOD generation errors

Post » Wed Jun 20, 2012 5:52 pm

I have taken one of the mountain slabs (mountaincliff01.nif) and renamed it to a desert cliff, then re-textured it. When generating the LOD I get this:

Using 4 processors/cores.
Creating queue of files to be built...
Building 4096 chunks at level 1.
Building 1024 chunks at level 2.
Building 256 chunks at level 4.
Building 64 chunks at level 8.
Building 16 chunks at level 16.
Building 4 chunks at level 32.
Building object texture atlas...
Texture atlas build failed with the following errors:
LOD diffuse texture '..\Source\TGATextures\mesogea\landscape\Desert\Rocks\RedRock03.tga' and normal texture '..\Source\TGATextures\mesogea\landscape\Desert\Rocks\RedRock03_n.tga' are not the same size (but should be).

Waiting for build worker threads to finish...
Build canceled. All worker threads have been terminated.
0 LOD object triangles.
0 were rejected (0 degenerate, 0 under landscape).
0 total LOD object vertices.
0 total water vertices (0 were removed in decimation)
No major issues detected.

ENDS:

What the heck is it on about TGA textures? There's no such folder. Why is it looking in TGAtextures? Has anyone done this yet and got it working?
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Stacey Mason
 
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Post » Wed Jun 20, 2012 12:51 pm

Have you read the other LOD object thread where you also posted? Follow this tutorial first , then post there , but anyway altough the tutorial allows you to have some sort of lods many of them are broken or wrong ...
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Chloe Botham
 
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Post » Thu Jun 21, 2012 12:50 am

I found the tutorial after posting here. I have now created folders as follows:

SteamApps\common\skyrim\Data\TGATextures\mesogea\landscape\Desert\Rocks\ (tga's)

Which is a direct copy of the dds texture location for the textures:


SteamApps\common\skyrim\Data\textures\mesogea\landscape\Desert\Rocks\ (dds as addressed by :LOD nif)

Still get the same error.


I hope someone, somewhere is working on a decent third party tool for LOD meshes. Oscape makes the CK look silly when it comes to distant landscape textures. Something along the same lines for LOD meshes is needed desperately.
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jessica robson
 
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Post » Wed Jun 20, 2012 4:03 pm

Now if u are lucky the mountains coudl get out "OK" , when you arrive to trees and buildings let me know if u find a solution ....
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Benji
 
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Post » Wed Jun 20, 2012 11:09 pm

http://img214.imageshack.us/img214/9104/2012040600001.jpg oscape distant view texture, no lod static

http://img845.imageshack.us/img845/1566/2012040600005.jpg custom model shows as static in game when close up.

The tutorial doesnt work for me unfortunately. Maybe I am reading it wrong. I am trying to set up the models and textures in the correct folders. How do I set up the folders basically?
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NO suckers In Here
 
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Post » Wed Jun 20, 2012 8:46 pm

SteamApps\common\skyrim\Data\TGATextures\mesogea\landscape\Desert\Rocks\ (tga's)


That's incorrect, it should be SteamApps\common\source\TGATextures\mesogea\landscape\Desert\Rocks\ (tga's)
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^_^
 
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Post » Wed Jun 20, 2012 11:39 pm

Got that, ok I tried again. I removed the basic cliff nifs as I dont need them at the moment. I am left with one custom nif for distant lod generation, the mesogea desert cliff01 thingy. I ran the CK again and got this:

Using 4 processors/cores.
Creating queue of files to be built...
Building 256 chunks at level 4.
Building 64 chunks at level 8.
Building 16 chunks at level 16.
Building 4 chunks at level 32.
Building object texture atlas...
*** Building level 4 ***
*** Finished building level 4 ***
*** Building level 8 ***
*** Finished building level 8 ***
*** Building level 16 ***
*** Finished building level 16 ***
*** Building level 32 ***
*** Finished building level 32 ***
Waiting for build worker threads to finish...
Build complete.
1803 LOD object triangles.
588 were rejected (0 degenerate, 588 under landscape).
1344 total LOD object vertices.
The following issues were detected during the build process:
Wrapping: A vertex in geom 'MountainCliff01_LOD_0H:0' has a texture coordinate well outside of the (0,1) range. Wrapping is NOT supported in LOD.

Vertex count: The LOD object named 'MountainCliff01_LOD_0H:0' is too complex for level 2 (580 vertices; limit is 512). Simplify this object if possible, especially if it is used multiple times.


Just going to try it in game.
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Oceavision
 
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Post » Wed Jun 20, 2012 8:57 pm

Just gets dafter: I terrain generated with oscape. All went well as you can see from the screens above. I then went into the game and did as above. I now have a floating purple lump of cliff and no lod!

http://img707.imageshack.us/img707/492/screenshot4mu.jpg

I went from this http://img214.imageshack.us/img214/9104/2012040600001.jpg to the above.

2. issues then:

1. How do I sort the purpleness.
2. Should I oscape after doing the object lod (trying it now anyway)

EDIT; just tried to generate from world LOD with the generate diffuse and normal textures ticked. It crashes immediately.

Back into oscape. I have not touched any of the object stuff etc, just the lod terrain. Now the LOD rock is missing entirely.

EDIT:

Ok, generating the LOD object makes the oscape generated distant land not work. Generating oscape LOD makes the distant object not work. Catch 22.

Edit:

Looks as if the object generator overwrites the oscape generated .lod file

I moved all of the landscape files to the land folders (texture and meshes) makes no difference. This is what I am getting now: http://img252.imageshack.us/img252/4033/screenshot4dr.jpg

ticking in the world LOD for the testlander world I am testing things in, replaces the custom distance texture with the one defined in the Worldspace box (two boxes that can be ticked at the bottom) not advised as everything would then, I presume be replaced with cliff02 textures.

Continuing with the theme of the CK being an epic pain in the backside. Anyone had any better luck than this yet?
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Pawel Platek
 
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