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Posted
  On 4/12/2019 at 11:43 AM, Mebantiza said:

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 

16/4 are internal resolutions for textures.

 

OK, since the left is already -32, -32 I guess we need to debug CK or we will never really know. I suppose you could also test a lower stride of 64 or 32. I am not sure it has an effect in the newer games anymore either.

Posted

To follow up my the water (world map) quality, I upped the setting to 5, from 10, and that was much better still. Even at 10, smaller bodies of water and coastlines are still fairly crude. I find at 5, while smaller bodies of water are still a little angular, they are fairly representative in terms of overall shape and size. 10 does not seem up to the task and mostly makes a mess of water. I tried that setting (10) on Falksaar, and it made a complete mess of all water tiles. I may just go for max quality, or 3 possibly, to test this further.

 

As for the CK, it continues to complain about missing NIFs it cannot find. If anything, the count is now up to 24, from the previous 20. I have not yet tried modifying anything to address this. This result is consistent with all 3 worldspaces I have modified recently. Only difference being the number of errors each WS reports as 'missing. 

 

One thing it could be, is, in the main WS I am working on, there is a series of buildings, kind of a small estate. It does not appear at all on the world map, and it seems that its objects are not being generated at all. Those could be the 'missing' nifs the CK is looking for, as the world map is completely devoid of any object lod in its location.  The WS has very few objects to generate and that estate is the only one of note outside of a few solitary structures (which have appeared).

Posted
  On 4/15/2019 at 11:40 PM, Mebantiza said:

To follow up my the water (world map) quality, I upped the setting to 5, from 10, and that was much better still. Even at 10, smaller bodies of water and coastlines are still fairly crude. I find at 5, while smaller bodies of water are still a little angular, they are fairly representative in terms of overall shape and size. 10 does not seem up to the task and mostly makes a mess of water. I tried that setting (10) on Falksaar, and it made a complete mess of all water tiles. I may just go for max quality, or 3 possibly, to test this further.

 

As for the CK, it continues to complain about missing NIFs it cannot find. If anything, the count is now up to 24, from the previous 20. I have not yet tried modifying anything to address this. This result is consistent with all 3 worldspaces I have modified recently. Only difference being the number of errors each WS reports as 'missing. 

 

One thing it could be, is, in the main WS I am working on, there is a series of buildings, kind of a small estate. It does not appear at all on the world map, and it seems that its objects are not being generated at all. Those could be the 'missing' nifs the CK is looking for, as the world map is completely devoid of any object lod in its location.  The WS has very few objects to generate and that estate is the only one of note outside of a few solitary structures (which have appeared).

Is it printing a message about BTR (terrain LOD) or also BTO (object LOD)? Object LOD files only exist for areas where there are objects. Seems more and more likely it is just a notification.

Posted

Just the terrain meshes ie > Data\Meshes\Terrain\NewWorld\NewWorld.32.64.0.BTR, Request result is 1. 

 

I guess it is not even trying to make objects out of those structure (no LOD files for them), I thought I saw an object lod missing in an eariler log (since lost). 

 

Got the water looking perfect, using quality 3. Doubt 1 will do much more for it, but 10 is to crude and angular. Now if it would only draw roads lol.

Posted
  On 4/16/2019 at 8:29 AM, Mebantiza said:

Just the terrain meshes ie > Data\Meshes\Terrain\NewWorld\NewWorld.32.64.0.BTR, Request result is 1. 

 

I guess it is not even trying to make objects out of those structure (no LOD files for them), I thought I saw an object lod missing in an eariler log (since lost). 

 

Got the water looking perfect, using quality 3. Doubt 1 will do much more for it, but 10 is to crude and angular. Now if it would only draw roads lol.

If I get grass baking to work some time this year hopefully, baking of objects top view is next on my list.

Posted

Hi. I screwed up with SSE so that it did not output to the folder i made outside Skyrim SE.

 

Did target as below...

 

"D:\Modding Skyrim SSE\5. LOD Realated\xLODGen.42 (1)\xLODGen\xLODGenx64.exe" -sse o:"D:\SSELODGen_Output"

 

But ended up in...

 

Output: D:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\meshes\terrain\Tamriel\

 

Anyway to fix this for me?

Posted (edited)

Just wanted to share the current result of working with this wonderful new tool.  After a lot of fits and starts, redoes and so on, here it is. 

New World (map) (by Breti 2014), with a number of updates for SSE (WIP). I have no before shot, but, trust me when I say, it was nothing like what you see here. Think vanilla unmoded  skyrim map circa 2011 and you get the idea.

 

This is with Vivid Weathers and A quality world map. This accounts for the coloration of the terrain you see here, which may or not, match what you have in your game.

 

Tree Lods are not currently set up properly for this world space. Terrain - water - objects only.

 

14-1555463310-1875363987.jpeg

Edited by Mebantiza
Posted
  On 4/16/2019 at 6:40 PM, Mercury71 said:

Hi. I screwed up with SSE so that it did not output to the folder i made outside Skyrim SE.

 

Did target as below...

 

"D:\Modding Skyrim SSE\5. LOD Realated\xLODGen.42 (1)\xLODGen\xLODGenx64.exe" -sse o:"D:\SSELODGen_Output"

 

But ended up in...

 

Output: D:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\meshes\terrain\Tamriel\

 

Anyway to fix this for me?

Each command line parameter starts with -. So it needs to be -o:"D:\SSELODGen_Output"

  On 4/17/2019 at 1:15 AM, Mebantiza said:

Just wanted to share the current result of working with this wonderful new tool.  After a lot of fits and starts, redoes and so on, here it is. 

 

 

That is nice. I can see why the water/river needed a few tries to have a defined coast line  :)

Posted
  On 4/22/2019 at 4:13 PM, sheson said:

Because there was an error executing TexConv.

 

Awesome!

Got it fixed by dedicating xLODGEN ouput outside of MO (thanks for helping though).

Strange thing that it does work on my laptop and meshes and textures are getting into MO2's overwrite folder without any TexConv issues (no additional arguments).

But on my PC it only works with -o:"somedisc:\xLODGen\OUTPUT" argument.

Windows 10 version are identical, with all UAC/AV stuff configured, and all Admin and write privileges given.

 

Go figure I suppose.

Posted
  On 4/22/2019 at 5:58 PM, darksynth0 said:

Awesome!

Got it fixed by dedicating xLODGEN ouput outside of MO (thanks for helping though).

Strange thing that it does work on my laptop and meshes and textures are getting into MO2's overwrite folder without any TexConv issues (no additional arguments).

But on my PC it only works with -o:"somedisc:\xLODGen\OUTPUT" argument.

Windows 10 version are identical, with all UAC/AV stuff configured, and all Admin and write privileges given.

 

Go figure I suppose.

Setting a dedicated output path with -o is "required" when using MO. Also MO only puts new files into the Overwrite folder, but will replace existing files in the mod folder.

Posted

One thing I wanted to mention re world maps (again). I redid Falksaars LoDs and even at quality 3, most bridges were not being drawn. I had to increase quality to 1, and then bridges all appeared. I wasnt expecting that really, I would have thought the difference between q3 and q1 would not be such that an important feature like bridges would not get renderred.  But there it is.

 

At Q1, the resulting map looked similar to my NewWorld space, no trees again as Falksaar lacks treelods as well. I was thinking to try again with Q0 see if that improves water a bit more and renders bridges more faithfully.

 

I notice there is a -1 quality. As well as 0. Is -1 like, incredible detail mesh or, something else?

Posted
  On 4/23/2019 at 1:38 AM, Mebantiza said:

One thing I wanted to mention re world maps (again). I redid Falksaars LoDs and even at quality 3, most bridges were not being drawn. I had to increase quality to 1, and then bridges all appeared. I wasnt expecting that really, I would have thought the difference between q3 and q1 would not be such that an important feature like bridges would not get renderred.  But there it is.

 

At Q1, the resulting map looked similar to my NewWorld space, no trees again as Falksaar lacks treelods as well. I was thinking to try again with Q0 see if that improves water a bit more and renders bridges more faithfully.

 

I notice there is a -1 quality. As well as 0. Is -1 like, incredible detail mesh or, something else?

Bridges are part of object LOD. Use DynDOLOD to generate object and tree LOD for Skyrim. Vanilla LOD definitions do not assign LOD models to types of all bridges.

 

The quality setting for terrain LOD meshes defines the quality of the terrain only - it is related to the height differences between terrain vertices. -1 means no optimization.

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