Custom LOD working. Desert mountains

Post » Wed Jun 20, 2012 3:10 pm

I havent understood anything ...
User avatar
Anthony Diaz
 
Posts: 3474
Joined: Thu Aug 09, 2007 11:24 pm

Post » Wed Jun 20, 2012 11:49 am

I havent understood anything ...

Prometheus http://www.gamesas.com/topic/1368351-lod-works-im-creating-it-for-merp-at-full-lod/

try it.
User avatar
Phoenix Draven
 
Posts: 3443
Joined: Thu Jun 29, 2006 3:50 am

Post » Wed Jun 20, 2012 6:02 pm

Looks and sounds good. I have found that HD LOD can be made by re-working the textures in nifskope. Editing texture allows each vertex to be moved inside the texture that is represented as a box within a tiling box in nifskope. As long as all vertices are within the central box then HD LOD meshes can be used by making the game treat them and think of them as non LOD meshes. Custom meshes will be much easier.

Its all about tiling textures. Non lod textures cannot be tiled, LOD textures can be tiled but MUST use the generally designated texture that in the vanilla game is mountainslab02.dds.

Karithian, I got mine to work. It's time consuming but I don't think we have tools to automate this for now. Check this http://www.gamesas.com/topic/1368351-lod-works-im-creating-it-for-merp-at-full-lod/

I'm pretty sure that this will be a solution for architecture too until we get some tools or fixes.
User avatar
Ilona Neumann
 
Posts: 3308
Joined: Sat Aug 19, 2006 3:30 am

Post » Wed Jun 20, 2012 10:30 pm

The vanilla material objects can also be used for your custom models and new textures, like if you wanted to use vanilla snow just apply the material within the mesh in CK :) works great.
User avatar
Chantel Hopkin
 
Posts: 3533
Joined: Sun Dec 03, 2006 9:41 am

Post » Thu Jun 21, 2012 2:57 am

Ive made a quick test of the vanilla rocks etc to see if they can be made to be viewed as LOD and it was easy. Just take the vanilla lod file, strip out the collision data and put it into the lod system. Make a custom rock, set the custom lod as lod and there it is, appearing in the distance. Works a treat. The only issue is the inability to strip the nif down to fewer faces to prevent fps lag. I have not experienced a single frame lag since using them though. Only tested a few dozen at a time along with about thirty big cliff meshes.
User avatar
Jani Eayon
 
Posts: 3435
Joined: Sun Mar 25, 2007 12:19 pm

Post » Wed Jun 20, 2012 9:46 pm

well whats the difference from setting ful lod?

when I did ur trick the problem was that the engine refused to regenerate the object lods .....
User avatar
sarah
 
Posts: 3430
Joined: Wed Jul 05, 2006 1:53 pm

Previous

Return to V - Skyrim