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Di0nysys

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Posts posted by Di0nysys

  1. When exporting, delete the path it designates in the export dialogue window to the top. (textures)
    Doing that will have the exporter use the pre selected texture paths inside the nif when exporting.

    Alternatively, open up the NiTriShape, go down to BSLightingShader, expand BSShaderTextureSet and point the texture paths at your textures.

  2.  

     

    That defeats the point, which to be able to -- with a peak enchanting score -- go scooting across the length of Whiterun in a jump or two. :sad:

     

    I believe you're incorrect about the height causing stuff to outright stop working. The top of the Throat of the World is north of 20,000, after all.

    It's 20000 units higher than the plains, but it's default land height in the editor is -27000. So in reality, High Hrothgar stands at 7000 units.

     

     

    Paarthurnax's word wall has an editor Z coordinate of 39409.9336. ???

     

    7000 actually. The origin point, ie the lowest land height of tamriel is -27000.

  3. That defeats the point, which to be able to -- with a peak enchanting score -- go scooting across the length of Whiterun in a jump or two. :sad:

     

    I believe you're incorrect about the height causing stuff to outright stop working. The top of the Throat of the World is north of 20,000, after all.

    It's 20000 units higher than the plains, but it's default land height in the editor is -27000. So in reality, High Hrothgar stands at 7000 units.

  4. If the resource comes with it's own lod object, you'll have to link every model to it's lod counterpart inside the static reference window. For reference, open up the Solitude Blue Palace static model and see how they've linked every lod level to it's counterpart nif.

    If it doesn't come with lods, then u'll have to make them. Decimate the model down to ~20% of original polycount in 3dsmax or Blender, and apply a texture at 10% resolution of the original, counting down for every lod level. I usually just use 2 levels. Thou u can experiment. LOD meshes should have no collision on them, and need to be very low on polycount otherwise you can get severe performance issues.

    Once u've linked up and setup everything, duplicate the Tamriel.Lodsettings file in the lodsettings folder renaming it to your worldspace, then get TES5LodGen and generate your object lod. The settings in there are rather straightforward. Only disable Vertex coloring.

  5. It seems to be an engine level issue. Perhaps u need to limit the max value of jump to avoid this issue. I know for a fact above a certain height all processing is disabled, scripts stop to work and havok is broken. I once made an entire worldspace at 10000+ height and the result was an entirely broken world where nothing worked. Literally everything was broken. All land below the threshold was cutoff, havok went nuts and all scripts ceased to function.

    Better to design around it imo.

  6. It's possibly the way you're using the heightmap editor that's causing these gaps. The raise and noise tools usually produce very uneven terrain, which the game sometimes may translate into gaps. In the ht editor, raise areas but try to make the elevation gradual using the median tool (between the lower and heighten tools). Start out forming mountains and valleys, soften the results as you. Then when ur done, use the sedimentation generator a few times over to create a realistic terrain drift, very handy to give the world a lived in/eroded feel. The sedimentation tool also has built in soften as well.

    Edit: I'm not sure if this is how u started, but it's best practice to start out your worldspace by creating a 128x128 region in the region editor on your world. This will ensure ample space and a square form, necessary for LOD generation.

  7. I'm not sure exactly what's happening with ur mesh. In the past i've been able to get around weirdness by reusing vanilla Environment Mapping enabled BSLightingShaders and swapping in my own diffuse, normal and em maps, then copy pasting into the mesh.

    This could be a simple case of the wrong flags flipped on or off by the exporter. Blender's Skyrim plugin is notoriously bad.

  8. Import into 3dsmax or Blender (requires u install export plugins), shrink the scale on the y and z axis to make it look collapsed. Export and then create collision, add BSX flags and ur set. U can if u like re convert the mesh back to the new SSE format with the SSE converter.

    _0 and _1 nifs don't matter. The ground mesh is essentially a static clutter object with no skin that is havok enabled.

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