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Posted (edited)
  On 4/3/2019 at 9:00 AM, war1ox said:

That was fast, OK thanks. Forgive me if this has been asked or if it is displayed, but is it normal that I have to resize my texture packs down to 1024x to run the LODGen? If I resize them to 2048x the log shows 80% of the textures fail. I've tried the x64 version to no avail. I don't have any 4096 textures whatsoever just 2048 in my game.

There should be no reason or requirement to do anything to the source textures in order for xLODGen to use them.

Edited by sheson
Posted (edited)

When scrolling the worldmap, sometimes the water disappears briefly but completely. What could cause this?

Edited by YomNexus
Posted
  On 4/3/2019 at 2:09 PM, YomNexus said:

When scrolling the worldmap, sometimes the water disappears briefly but completely. What could cause this?

This is the support thread for xLODGen. Unrelated random questions without any information are typically ignored, because people do not have crystal balls.

Posted (edited)
  On 4/3/2019 at 2:30 PM, sheson said:

This is the support thread for xLODGen. Unrelated random questions without any information are typically ignored, because people do not have crystal balls.

Well this issue appears only after generate my terrain lods thats why i ask. If you need specific informations tell me what exactly and i'll give you :p

 

I'm on skyrim se, i'm using these settings :

 

1554304237-10694-1539640473-237517321.pn

 

 

I have RW2 (water mod) installed maybe there are lods includes which could interfere ?

Edited by YomNexus
Posted (edited)
  On 4/3/2019 at 3:14 PM, YomNexus said:

Well this issue appears only after generate my terrain lods thats why i ask. If you need specific informations tell me what exactly and i'll give you :p

 

I'm on skyrim se, i'm using these settings :

 

1554304237-10694-1539640473-237517321.pn

 

 

I have RW2 (water mod) installed maybe there are lods includes which could interfere ?

 

Skyrim Special Edition?

 

See if removing the LOD 32 meshes meshes\terrain\tamriel\tamriel.32.*.*.btr changes anything - it should fall back to the vanilla meshes, unless you have another mod.

 

Assuming you haven't changed which LOD level is used for the map via the INI setting

 

Could be resource related. 

Edited by sheson
Posted
  On 4/3/2019 at 4:12 PM, sheson said:

Skyrim Special Edition?

 

See if removing the LOD 32 meshes meshes\terrain\tamriel\tamriel.32.*.*.btr changes anything - it should fall back to the vanilla meshes, unless you have another mod.

 

Assuming you haven't changed which LOD level is used for the map via the INI setting

 

Could be resource related.

That solved the problem apparently, thank you!

Posted (edited)
  On 4/3/2019 at 10:28 AM, sheson said:

There should be no reason or requirement to do anything to the source textures in order for xLODGen to use them.

OK I re-verified I was using x64 and I wasn't, switching solved the problem now I can use more memory. Thank you for the work you do too.

Edited by war1ox
Posted
  On 4/6/2019 at 11:06 PM, kranazoli said:

Hi,

 

If I find something like that:

 

L5qzZog.jpg

 

Could it be because, when I generated xLODGEN this mod wasn't active?

So, with xLODGEN again, maybe can fix issue like that?

(or not, this is a mod issue)

 

That's an old mod:

 

Heljarchen Hall Mine and Farm

https://www.nexusmods.com/skyrimspecialedition/mods/275?tab=posts&BH=5

 

 

Thank You!

LOD only matches the load order it was generated for. If you add or remove mods that alter anything related to terrain, objects or tree and you have visual issues, generated LOD for the current load order.

 

The screenshot looks like it shows loaded cells and not LOD.

Posted
  On 4/7/2019 at 6:41 AM, sheson said:

LOD only matches the load order it was generated for. If you add or remove mods that alter anything related to terrain, objects or tree and you have visual issues, generated LOD for the current load order.

 

The screenshot looks like it shows loaded cells and not LOD.

Okay, Thank You Sheson.

I posted at the mod topic, but I guess it is an abandondedmod. (but minor issue)

 

So, Thanks!

Posted

Hello. Using this (SSE) to update a Classic World space. Just getting started with it and have a couple questions.

 

I started more or less @ default 512, and, the coasts and water looked like .....bad. I upped the resolution of everything except lod4 to 1024 (Dx1). This resulted in smoother looking coastlines, not great , but a lot better. Interior water still look like shapless, ill-defined blobs however. What sort of settings will take to get those to start looking somewhat real? Or, is that beyond what I can expect out of Xlod? 

 

The original versions lakes and other waters looked no better. Xlod has improved the coastlines and mountains a great deal.

 

 

Another question. In the CK, I have about 20 log errors, example > Failed to load Data\Meshes\Terrain\NewWorld\NewWorld.32.64.64.BTR, Request result is 1 

 

 

Is this one a too-be-expected-but-ignore thing, or some flaw in the original worldspaces creation?

Posted (edited)
  On 4/12/2019 at 2:19 AM, Mebantiza said:

Hello. Using this (SSE) to update a Classic World space. Just getting started with it and have a couple questions.

 

I started more or less @ default 512, and, the coasts and water looked like .....bad. I upped the resolution of everything except lod4 to 1024 (Dx1). This resulted in smoother looking coastlines, not great , but a lot better. Interior water still look like shapless, ill-defined blobs however. What sort of settings will take to get those to start looking somewhat real? Or, is that beyond what I can expect out of Xlod? 

 

The original versions lakes and other waters looked no better. Xlod has improved the coastlines and mountains a great deal.

 

 

Another question. In the CK, I have about 20 log errors, example > Failed to load Data\Meshes\Terrain\NewWorld\NewWorld.32.64.64.BTR, Request result is 1 

 

 

Is this one a too-be-expected-but-ignore thing, or some flaw in the original worldspaces creation?

LOD water is a shader and there is only one type per worldspace. Only water defined on exterior CELL records has water LOD. The texture settings do not influence LOD water.

 

To improve coastlines increase the quality of the meshes (lower valures) and/or set Optimize Unseen.

 

No idea about the CK error. What is the lower left SW corner in the lod settings file? And what are the worldspace Object Bounds on the WRLD record?

Edited by sheson
Posted (edited)

I re-generated the meshes and textures using your new settings. That resulted in a much improved world map, and, the actual Lods look fine so far, from my limited wandering around so far.

 

I loaded up CK and checked its logs. Still same 20 meshes it says it cannot load. To expand on this matter, I also ran it on another mod with a much smaller worldspace, and it also shows about 5ish or so meshes, same idea. I am going to re-run that space with settings as well, though, tbh, I dont expect to see any difference as the space is tiny compared to the New World space I am working on. Also, that smaller world space was interesting in other ways. The original file has 100s of texutres and meshes. When I updated it using XLod, it dropped to like 30 textures lol, a fraction of what he had. I suspect, but dont know for sure, that he might have had Tamirel selected in the old CK or Oscape maybe when he made them.  Interesing results.

 

 

The specific chunk? It was left 0/0. I am not quite sure what impact that would have on textures or even if it was needed, so, just left it at default for time being.

 

The bounds are:*

Nam0  x -57

           y -43

Nam9  x 62

          y 51

 

Not sure what this means, but I am working on a seperate update esp for that WS, and it has different values

 

-32

-32

 

33

37

 

To see the mesh errors in log, I need to open any cell in CK, I usually just use 0,0 and that is where when the errors get reported.

Edited by Mebantiza
Posted (edited)
  On 4/12/2019 at 7:30 AM, Mebantiza said:

I re-generated the meshes and textures using your new settings. That resulted in a much improved world map, and, the actual Lods look fine so far, from my limited wandering around so far.

 

I loaded up CK and checked its logs. Still same 20 meshes it says it cannot load. To expand on this matter, I also ran it on another mod with a much smaller worldspace, and it also shows about 5ish or so meshes, same idea. I am going to re-run that space with settings as well, though, tbh, I dont expect to see any difference as the space is tiny compared to the New World space I am working on. Also, that smaller world space was interesting in other ways. The original file has 100s of texutres and meshes. When I updated it using XLod, it dropped to like 30 textures lol, a fraction of what he had. I suspect, but dont know for sure, that he might have had Tamirel selected in the old CK or Oscape maybe when he made them.  Interesing results.

 

 

The specific chunk? It was left 0/0. I am not quite sure what impact that would have on textures or even if it was needed, so, just left it at default for time being.

 

The bounds are:*

Nam0  x -57

           y -43

Nam9  x 62

          y 51

 

Not sure what this means, but I am working on a seperate update esp for that WS, and it has different values

 

-32

-32

 

33

37

 

To see the mesh errors in log, I need to open any cell in CK, I usually just use 0,0 and that is where when the errors get reported.

xLODGen only generates the files is has to - ignoring the lodsettings files SW corner and object bounds - for which CELL/LAND data exists. Since files contain 4x4, 16x16 etc cells it will fill the missing CELLS/LAND with the default height. It will not create any files for which no data exits at all - since the entire file would be just default height/textures. Typically this works out (in the game). 

 

Usually the bounds on the WRLD record match the CELL data in the plugin, so based on the top right 33, 37 coordinates the "highest" for that area would be level 32.32.32 which covers the cells from 32, 32 lower left to 63, 63 top right. This includes the cells 62, 51 or 33, 37.

 

The game defines where LOD starts with the *.lod files in the lodsettings folder. But it only defines the lower left starting corner in the newer games (older games also had the top right corner) so now it is anyone's guess what the top right corner should be. The lower corner is 96, -96 for Tamriel for example, I suppose it may be possible the CK is looking for files all the way up to the opposite +96, +96 in that case. Maybe it just keeps going until it doesn't find files and the message are merely the information.

 

The xLODGen log prints 3 lines of interest:

 

The data and area that has been found in the loaded plugins:

[Tamriel] Land height: -27000, Water height: -14000, Scanned: 16384 CELL records, Found: 16384 LAND records for area [-64,-64] to [63,63]

 

The line that shows what the lodsettings file says:

[Tamriel] LODsettings: Level 4 to 32 stride 256 from -96,-96 to 0,0

0,0 means the top right corner is not defined. 

 

The area for which files are generated (maybe limited further by the chunk setting)

[Tamriel] Building terrain LOD textures [-64,-64] to [63,63]

 

Update the *.lod file to a lower corner that is closer to the real worldspace dimensions, like -64, -64 or -32, -32 and see if the CK messages change.

Edited by sheson
Posted

Land height: -2048, Water height: -34000, Scanned: 4126 CELL records, Found: 4114 LAND records for area [-32,-32] to [31,33]

[NewWorld] LODsettings: Level 4 to 32 stride 128 from -32,-32 to 0,0

 

The 3rd line had an extra bit of information > NewWorld] Building terrain LOD textures [-32,-32] to [31,63] 16/4

 

Not sure if the 16/4 means anything 

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