New CK version fixes object mountain LOD!

Post » Thu Jun 21, 2012 1:58 pm

You guys remember how our mountains got all messed up? The LOD would have the wrong texture (Dwemer tower mountains ftw), some were invisible, some looked like swirly brown icecream. Well, as of the .89 CK version, it now generates a texture index of 10mb, instead of just under 2, and all mountains appear as they should! Woooo! Our worldspaces can look pretty again. :biggrin:

Old Broken LOD: http://i1118.photobucket.com/albums/k609/AlexanderJVelicky/WierdLOD.png
New Functional LOD: http://i1118.photobucket.com/albums/k609/AlexanderJVelicky/WorkingLOD.png

Things like Whiterun wall LOD now is generated properly as well, instead of looking like a mountain slab.

Man I'm tired...
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BEl J
 
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Post » Thu Jun 21, 2012 9:56 pm

well the problem was not much on mountains but on custom objects and other objects like nord walls getting a mountainslab texture on them , have you checked those?
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Naazhe Perezz
 
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Post » Thu Jun 21, 2012 7:06 pm

Haven't tried ingame, but in the CK my whiterun walls no longer have mountain textures on them! :D
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Milad Hajipour
 
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Post » Thu Jun 21, 2012 4:32 pm

Wow, that's good news! But can you do all LOD using the CK only? If yes a tutorial would be awesome.

Did you guys know that now edited/duplicated armors don't show ingame?
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pinar
 
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Post » Thu Jun 21, 2012 8:26 pm

That's good news. Is it a good idea to use LOD generation in the CK now or are there still too many problems?

Did you guys know that now edited/duplicated armors don't show ingame?
Off-topic, and that's only for plugins that were made with the premature 1.6.91 creation kit.
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Karen anwyn Green
 
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Post » Thu Jun 21, 2012 11:21 am

Seems so.

It would be awesome to do everything with ck only, to avoid corruption and the such. I don't mind having a "poor" LOD just because it's ck only, I would trade that for the possibility of corruption any day.
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Jonathan Windmon
 
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Post » Thu Jun 21, 2012 8:38 pm

You guys remember how our mountains got all messed up? The LOD would have the wrong texture (Dwemer tower mountains ftw), some were invisible, some looked like swirly brown icecream. Well, as of the .89 CK version, it now generates a texture index of 10mb, instead of just under 2, and all mountains appear as they should! Woooo! Our worldspaces can look pretty again. :biggrin:

Old Broken LOD: http://i1118.photobucket.com/albums/k609/AlexanderJVelicky/WierdLOD.png
New Functional LOD: http://i1118.photobucket.com/albums/k609/AlexanderJVelicky/WorkingLOD.png

Things like Whiterun wall LOD now is generated properly as well, instead of looking like a mountain slab.

Man I'm tired...
Honestly tough I never had problms with lod generation of mountains even b4 ck are u sure that u aren't justaknowledging an already functional. Thing that perhaps u switched someother setting and worked this time?


What I had problems with are just the nord structures not the others ...
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Harinder Ghag
 
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Post » Thu Jun 21, 2012 11:44 pm

Seems so.

It would be awesome to do everything with ck only, to avoid corruption and the such. I don't mind having a "poor" LOD just because it's ck only, I would trade that for the possibility of corruption any day.
You can and always could do tree and object LOD with the CK. Land LOD on the other hand doesn't texture properly (Unless they fixed that now?). We have to use Oscape. There's no chance for corruption, I'm not sure what you're talking about. Using Oscape is 100% safe. I may do a tutorial on that, since LOD is a common thing that's asked about around here and there doesn't appear to be a huge amount of info on it.
Honestly tough I never had problms with lod generation of mountains even b4 ck are u sure that u aren't justaknowledging an already functional. Thing that perhaps u switched someother setting and worked this time?


What I had problems with are just the nord structures not the others ...
Well it's been broken for ages for me and a lot of other people confirmed that, so I don't think I'm aknowledging an already functional tool... Plus objects are fixed now too, so you should be happy. :confused:
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WYatt REed
 
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Post » Thu Jun 21, 2012 12:04 pm

You can and always could do tree and object LOD with the CK. Land LOD on the other hand doesn't texture properly (Unless they fixed that now?). We have to use Oscape. There's no chance for corruption, I'm not sure what you're talking about. Using Oscape is 100% safe. I may do a tutorial on that, since LOD is a common thing that's asked about around here and there doesn't appear to be a huge amount of info on it.

I've recently lost many hours and now I'm afraid, hope you understand.

A clear, simple tutorial (all steps) that explains LOD would be awesome. Right now it's confusing, different tutorials that only contribute to more confusion, fear of corruption amongst other things make LOD the ultimate "Adamastor" of modding.

Many thanks for considering doing this.
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Jeffrey Lawson
 
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Post » Fri Jun 22, 2012 12:07 am

...Land LOD on the other hand doesn't texture properly (Unless they fixed that now?).

Texture generation seems to be fixed, but it is ridiculously slow...as mentioned here -
http://www.gamesas.com/topic/1376001-enable-all-processor-cores-in-ck/

I done a few test samples, but they only appear to generate properly with an esm. An esp still gives the black line and the normals just have the cell border grid.

...Well it's been broken for ages for me and a lot of other people confirmed that, so I don't think I'm aknowledging an already functional tool... Plus objects are fixed now too, so you should be happy. :confused:

I must admit, I never had problems with mountains either. Looking at your screenshot, the only time I ever got that, was when I generated an object texture atlas for a small worldspace and the game engine replaced the Tamriel worldspace object LOD with the small worldspace LOD atlas. I think that possibly why your Whiterun walls were wonky (try saying that a few times with a drink in you :) )
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lauraa
 
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Post » Fri Jun 22, 2012 3:00 am

Texture generation seems to be fixed, but it is ridiculously slow...as mentioned here -
http://www.gamesas.com/topic/1376001-enable-all-processor-cores-in-ck/

I done a few test samples,...

I take that statement back. Something seems to be optimised as you can see below -

Using 8 processors/cores.
Switching to singlethreaded mode since we are only building textures.
Creating queue of files to be built...
Building 1023 chunks at level 4.
Building 256 chunks at level 8.
Building 64 chunks at level 16.
Building 15 chunks at level 32.
*** Building level 4 ***
Finished level 4 at (-64,-64) on thread 0; took 0.154000 seconds.
Finished level 4 at (-60,-64) on thread 0; took 0.152000 seconds.
Finished level 4 at (-64,-60) on thread 0; took 0.151000 seconds.
Finished level 4 at (-60,-60) on thread 0; took 0.152000 seconds.
Finished level 4 at (-56,-64) on thread 0; took 0.152000 seconds.
Finished level 4 at (-52,-64) on thread 0; took 0.154000 seconds.
Finished level 4 at (-56,-60) on thread 0; took 0.156000 seconds.
Finished level 4 at (-52,-60) on thread 0; took 0.156000 seconds.

Compared to a previous post -

Using 8 processors/cores.
Switching to singlethreaded mode since we are only building textures.
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 level 4 ***
Finished level 4 at (-32,-32) on thread 0; took 7.584000 seconds.
Finished level 4 at (-28,-32) on thread 0; took 7.529000 seconds.
Finished level 4 at (-32,-28) on thread 0; took 7.539000 seconds.
Finished level 4 at (-28,-28) on thread 0; took 7.533000 seconds.
Finished level 4 at (-24,-32) on thread 0; took 7.524000 seconds.
Finished level 4 at (-20,-32) on thread 0; took 7.545000 seconds.
Finished level 4 at (-24,-28) on thread 0; took 7.496000 seconds.
Finished level 4 at (-20,-28) on thread 0; took 7.493000 seconds.


The world sizes were different, but that shouldn't matter. It looks as though LOD generation in the CK is a viable option now. Better quality tiles as well
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Teghan Harris
 
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