[Oscape]: Blank LOD at Cell 0,0 - any solution?

Post » Thu Jun 21, 2012 11:19 am

Every time I make a new worldspace and build LODs with Oscape, cell 0,0's normals and colors are black and the whole cell mesh is like a sinkhole.

The actual mesh, colors and normals are good, when you move closer or directly stand over the cell.

I've noticed the extracted heightmap that Oscape shows in the Preview tab has a black dot where cell 0,0 is going to be. I've tried to force Oscape to read from the original heightmap I built the .esp from, but the defective LOD cell is still there when I test it ingame.

It looks like Oscape is bugged and totally ignores cell 0,0 when reading and building data for LODs.

Anybody else experienced this same problem and/or found a solution? Thank you. =|
User avatar
remi lasisi
 
Posts: 3307
Joined: Sun Jul 02, 2006 2:26 pm

Post » Thu Jun 21, 2012 11:12 pm

0 views!?

Reviving.... -.-
User avatar
Krystal Wilson
 
Posts: 3450
Joined: Wed Jan 17, 2007 9:40 am

Post » Thu Jun 21, 2012 12:51 pm

Barely 10 views and 0 replies.....reviving. =p
User avatar
Catharine Krupinski
 
Posts: 3377
Joined: Sun Aug 12, 2007 3:39 pm

Post » Fri Jun 22, 2012 3:48 am

Your 'revive' posts are barely hours apart.

Normally people wait a week before bumping their own thread.
User avatar
Jeremy Kenney
 
Posts: 3293
Joined: Sun Aug 05, 2007 5:36 pm

Post » Thu Jun 21, 2012 2:32 pm

Wait at least until your thread is off the front page, to bump, and the views are lagged. It only updates like every hour or so.
User avatar
Enny Labinjo
 
Posts: 3480
Joined: Tue Aug 01, 2006 3:04 pm

Post » Thu Jun 21, 2012 6:39 pm

Just looking at your post, I's say you have a faulty heightmap
It looks like Oscape is bugged and totally ignores cell 0,0 when reading and building data for LODs.
For what you're suggesting, Oscape isn't bugged. Granted, there may be a few small bugs, but it doesn't ignore cell 0,0.
As mentioned above, something is bugged on your heighmap and that's why Oscape cant read the data properly
User avatar
Barbequtie
 
Posts: 3410
Joined: Mon Jun 19, 2006 11:34 pm

Post » Thu Jun 21, 2012 7:06 pm

Your 'revive' posts are barely hours apart.

Normally people wait a week before bumping their own thread.

Twenty minutes and my post is in the 2nd page. Few hours and is 4th page. At this speed, if after 30 minutes I still have only 10 views, better I revive it.
User avatar
Allison C
 
Posts: 3369
Joined: Mon Dec 18, 2006 11:02 am

Post » Thu Jun 21, 2012 3:45 pm

Just looking at your post, I's say you have a faulty heightmap

For what you're suggesting, Oscape isn't bugged. Granted, there may be a few small bugs, but it doesn't ignore cell 0,0.
As mentioned above, something is bugged on your heighmap and that's why Oscape cant read the data properly

I've double checked the heightmap that TESAnnwyn uses to make up the .esp file and it's perfect. I've replaced the heightmap generated by Oscape with that one and I still get a blank 0,0 cell LOD.

Honestly, now, I cant remember if replacing the heightmap fixes or not the meshes, but I'm sure that the color/normals are still broken.
User avatar
Solène We
 
Posts: 3470
Joined: Tue Mar 27, 2007 7:04 am

Post » Thu Jun 21, 2012 9:57 pm

Wait at least until your thread is off the front page, to bump, and the views are lagged. It only updates like every hour or so.

Nice!

If you can build a 16x16 quads world as good as that one, I want a guide to fix issues!!! =D
User avatar
Kahli St Dennis
 
Posts: 3517
Joined: Tue Jun 13, 2006 1:57 am

Post » Thu Jun 21, 2012 5:47 pm

[UPDATE]
This is a series of screenshots from a test terrain I've generated yesterday.

This one is a screenshot of the terrain as it is generated in World Machine 2:
http://i903.photobucket.com/albums/ac235/Spiegel365/Cattura.jpg

These two are screenshots of the cell 0,0 LOD seen from two different distances, colors/normals only and meshes/colors/normals:
http://i903.photobucket.com/albums/ac235/Spiegel365/ScreenShot3.jpg
http://i903.photobucket.com/albums/ac235/Spiegel365/ScreenShot5.jpg

These are some screenshots of the whole volcano (sorry for the foggy weather):
http://i903.photobucket.com/albums/ac235/Spiegel365/ScreenShot6.jpg
http://i903.photobucket.com/albums/ac235/Spiegel365/ScreenShot7.jpg
http://i903.photobucket.com/albums/ac235/Spiegel365/ScreenShot8.jpg
http://i903.photobucket.com/albums/ac235/Spiegel365/ScreenShot9.jpg
http://i903.photobucket.com/albums/ac235/Spiegel365/ScreenShot10.jpg
http://i903.photobucket.com/albums/ac235/Spiegel365/ScreenShot11.jpg
User avatar
Blessed DIVA
 
Posts: 3408
Joined: Thu Jul 13, 2006 12:09 am

Post » Thu Jun 21, 2012 11:05 pm

3rd page and no new views/replies....time to revive. =p
User avatar
Matt Gammond
 
Posts: 3410
Joined: Mon Jul 02, 2007 2:38 pm

Post » Thu Jun 21, 2012 1:51 pm

No new replies or views.....reviving in the hope for a help. =|
User avatar
TIhIsmc L Griot
 
Posts: 3405
Joined: Fri Aug 03, 2007 6:59 pm

Post » Thu Jun 21, 2012 1:20 pm

As a matter of interest, how deep is the hole. Place a static at the bottom and get its Z coordinate.
User avatar
Bedford White
 
Posts: 3307
Joined: Tue Jun 12, 2007 2:09 am

Post » Fri Jun 22, 2012 2:21 am

I've heard something about this problem occurring on ESP files, but not on ESMs.

Maybe you'll have more luck asking your question in the Oscape thread...
User avatar
Laura Samson
 
Posts: 3337
Joined: Wed Aug 29, 2007 6:36 pm

Post » Thu Jun 21, 2012 12:20 pm

I've heard something about this problem occurring on ESP files, but not on ESMs.

Maybe you'll have more luck asking your question in the Oscape thread...

Gonna try by turning my esp to esm....might be a solution....although I cant really imagine what difference this can make, since all Oscape does is reading the vertex coordinates (or at least this is what it does).

Thank you for the hint, I'll let you know
User avatar
Mr.Broom30
 
Posts: 3433
Joined: Thu Nov 08, 2007 2:05 pm


Return to V - Skyrim