Basically I'm trying to export a map of Vvardenfel from Morrowind so that I can create the area in Skyrim's engine. So far I've got the image exported to a 16bit bmp using TESannwyn, then imported to a .esp file which loads up fine in the creation kit. No problems there, default water height of 0 appears to be fine as it is (cross-referenced with the original game http://imageshack.us/photo/my-images/861/vivecckwaterheight.jpg/).
I did originally want to include Solstheim in an http://imageshack.us/photo/my-images/407/morrowindsols01.jpg/ (128 cells square) but this image seemed to result in http://imageshack.us/photo/my-images/717/screenshot4ai.jpg/ and massive landscape errors everywhere - good if anyone knows the answer to that (probably photoshop related) but for now I'm working with just the vvardenfel map because it works and makes me marginally less stabby.
I then attempted to follow http://www.gamesas.com/topic/1351378-tutorial-for-generating-landscape-lod/ about generating LOD - and to some extent appear to have it working. These are my current results -
http://imageshack.us/photo/my-images/163/screenshot5mk.jpg/
http://imageshack.us/photo/my-images/513/screenshot6so.jpg/
As you can see from the first one I seem to have the grass fading out nicely and the textures diffusing to lower res ones as I move outwards. The really distant landscape is there too, but from screenshot 2 you can see there's a pretty sharp dropoff in texture detail outside the cell too. I should point out the water issue has been solved and I got water LOD to work in-game just using the CK (see point 7 below).
Any ideas? I've read a few things but it seems like searching for a needle in a haystack at times when you need fundamental information on how the process of LOD actually works. I guess it doesn't help you've got people discussing 4 or 5 different programs they're switching between to get it working. Currently my method is thus -
- Export 16bit .bmp image from .esm file using TESAnnwyn
- Import .bmp image to .esp file using TESAnnwyn (only real change is repositioning bottom left cell to position -64, -64).
Use Wrye Bash to create .esm copy of the generated .esp file (Oscape won't work with .esp files)scratch that you don't need to do this, although x64 version of oscape doesn't like me for some reason.- Use Oscape in the way mentioned in the above tutorial, use Nconvert to convert the generated textures and place everything in the relevant folders. Note I used 2/3 Vanilla skyrim setting while generating the textures.
- Use the LOD file generator to create a simple LOD file for the worldspace (found out this only works in multiples of 32 so just made the .lod file 128x128 cells). Placed this in the lodsettings folder.
- Used the CK World LOD to generate DIffuse and Normal textures for the worldspace (once again as stated in the tutorial). This fails multiple times (just appears to stop doing anything) although restarting the CK and starting the process again appears to pick up from the % complete it left off at, and eventually finishes.
- After testing it in-game (and seeing no LOD water), checked the "Distant Terrain/Water" option in the World LOD generation to see what it did. Putting this at high priority seemed to work a LOT faster (probably because it uses all 8 of my cores instead of the one that textures uses!) and water becomes visible right off into the distance.
- Any idea what I'm doing wrong with the land LOD and why there's such an abrubt, short-range cutoff before it becomes super-low-res?
- If I'm making a huge worldspace mod, how often do I have to do this stuff? Is it literally every time I make any changes to my worldspace's landscape/textures/objects etc?
- On a related note if I just change a few cells, does the debug option in the top right of the world LOD menu allow me to do the whole process for just a specific few cells?
- Any tutorials out there or working methods for object LOD? I'm guessing it's at least as annoying as the landscape and water but wanted to get this working before moving on to it.

