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gruftikus

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About gruftikus

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    Germany
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    Oblivion, Morrowind
  • Favourite Game
    Oblivion, Gothic II

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  1. This is on the way, I have to change MPGUI (different load order) and to make some tiny changes to tes4ll itself (the Skyrim mesh format is almost the same as Fallout3)
  2. This happens if the lod meshes are overlayed over the normal near cells (the lod meshes are not the guilty ones...). Did you changed something in the ini file?
  3. I fully support this idea, browsing on the nexus even on a tablet is painful. E.g. soundcload offers avery nice app, where you can see your stream, and the status of your friend. I think texus is very similar to that in this respect, and I would say this offers new features. Just finding the newest mos/photos/friend posts on a widget on you hone screen? This would be so fantastic, I even would pay some $€£ for such an app Dark0ne, I know this is a lot of work to get this running, but I think you can push your site in the same liga as FB or G+, no doubt.
  4. Thank you very much. This was really needed
  5. Tes4LODGen produces the lod files for the statics. Tes4qlod is a little bit older program written by Lightwave which can also produce lod files, but it is more often used to produce the color maps (it can also produce the nomal maps) for the landscape LOD. tes4ll makes the LOD meshes for the landscape. It can also produce normal maps, with more features and higher quality as tes4qlod. I wanted to merge tes4qlod into tes4ll in order to provide a single tool, but I'm far away to have this ready...
  6. Some time ago I posted a Morrowind screenshot on tesnexus. I also saw a few others (maybe around 20-30). It is possible to move these screenshots to this new site (keeping endorsements and comments of course)?
  7. Unfortunately tes4ll will not help, as it replaces only the quad meshes. The LOD system of Oblivion is very limited (unlike Fallout3 which uses a 3-stage system). What you see is that the game engine unloads the distant quad meshes. What helps is to increase the parameter "uGridDistantCount". The LOD quads are shown if they intersect with a circle with uGridDistantCount around the player. But you need a high-end GPU for that game. But at the end of the day you will see another limit, which is one the triangle level. It seems that your player moves a virtual box around itself. Triangles are only rendered inside this virtual box. This phenomenon is described here. This is the final effect if you are in Elsweyr and want to see the Colovian mountains they appear to have holes.
  8. I posted already in the tes4ll thread but maybe it does not hurt to do it here as well. Afaik these lines are a limitation in the game engine. Lightwave - the author of TES4qLOD - asked me the same question, if I was able to remove these lines. He did some time ago some work, called "lod2" for a new lod system. These lines (he used cell-based lod meshes) were so ugly, that this was one of the reasons that gave up the new LOD system. Really bad, but... Nothing is perfect. Anyhow most if the time the lines are covered by trees or other items. Most likely something which nobody recognizes unless pointed to this.
  9. Its complementary. TES4LODGen produced *.lod files (for far buildings etc...), tes4ll the landscape meshes, and TES4qLOD their textures. TESAnnwyn is basically a modders resource. It makes from the esp files a heightmap or vice versa. I used it for tes4ll because I was too lazy to write an esp/esm reader... For all the stuff there is a GUI available.
  10. The TESAnnwyn job ends with the heightmap - so there is nothing to expect from it's README concerning Bethesda's tools. For the Skyrim worldspace editing and heightmap importing there are some threads in the Beth forums, maybe it is helpful for you to go thought the experience people described there: http://forums.bethsoft.com/topic/1356815-creating-new-worldspacesdiscussion-thread-5/ thekarithian is going to make a video tutorial: http://forums.bethsoft.com/topic/1357168-total-worldbuilding-tutorial-from-start-to-finish-shall-i/
  11. I looked already some weeks ago into the landscape lod meshes of FO3 (I think for NV it will be not much different). It is a multi-level lod system (which is not a basic problem) but the structure of the NIF files is more complex as for Oblivion, therefore tes4ll needs some adaption. The meshes also contain the water plane, like in Skyrim. Lightwave, in his Bethesda thread, announced that maybe he is going to include water plane export for TESAnnwyn. This would be perfect, not only for tes4ll, but also for other modding scenarios.
  12. Already posted in the other thread: the problem is not the esp/esm parsing, this can be well done with MPGUI and TESAnnwyn (Lightwave claims that TESAnnwyn is working for NV, but I have only used it for Fallout 3). But I need to export nif files for the terrain which are completely different as in Oblivion. I can look into this, if this is still up-to-date
  13. Hi. Sorry for the late reply, saw the thead only now... tes4ll is able to call TESAnnwyn with an internal command, so you don't have to deal with the TESAnnwyn directly. I have also written a GUI, which is doing the job for you. With MPGUI, you should be able to import/export landscape bitmaps with TESAnnwyn as you like. Tested it with Fallout3 only, because I don't own NV. tes4ll itself is working for Oblivion only. Basically I could change it also to make it working for Fallout 3, but there are still some parts of the terrain nifs which I don't understand
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