Belthan Posted February 8, 2014 Share Posted February 8, 2014 I have a huge SCOL of cliffs that I want to be visible from a distance. "Visible When Distant" is checked on the SCOL, I created LOD NIF from Data, and I verified there is a *_lod.nif file in the SCOL folder. But still no LOD at any distance - the SCOL pops in full res when I get within 1 exterior cell. Checking "High Priority LOD" on the REF makes no difference. Any ideas? Thanks, Belthan Link to comment Share on other sites More sharing options...
Nimboss Posted February 8, 2014 Share Posted February 8, 2014 You sure your SCOL and LOD version is named exactly alike vanilla game assets using the same LOD feature? You did a generate objects round in world space LOD generation? Link to comment Share on other sites More sharing options...
TrickyVein Posted February 8, 2014 Share Posted February 8, 2014 Conclusion: LOD objects cannot be generated from SCOL. Link to comment Share on other sites More sharing options...
Nimboss Posted February 8, 2014 Share Posted February 8, 2014 Hi, Tricky! Regarding LOD generation whatever It is interesting you say SCOL is a dead end regarding LOD generating whatsoever can you pimp us with a sample of what SCOL miserable fails in LOD generation? You been there, you tried lot of things, care to share your experience? huh! Link to comment Share on other sites More sharing options...
TrickyVein Posted February 8, 2014 Share Posted February 8, 2014 wut? Link to comment Share on other sites More sharing options...
Nimboss Posted February 9, 2014 Share Posted February 9, 2014 I did make that question unrecognisable, short you conclude LOD can not be generated from SCOL. I wonder if you seen this also and can tell of examples when SCOL failed? Link to comment Share on other sites More sharing options...
Belthan Posted February 9, 2014 Author Share Posted February 9, 2014 Okay, the plot thickens. The viewing distance seems to be determined by the player's distance from the exterior cell the SCOL is listed in. As far as I can tell, that has nothing to do with the location of the "pivot point" static. Example might help. My cliff collection spans about five exterior cells, roughly north-south. I was approaching from the north, and the SCOL didn't pop in until I was practically on top of it. I noticed that the SCOL itself was listed in the southernmost cell (even though the pivot point was not). I broke it apart and re-grouped it several times, selecting the statics in a different order each time, until I finally got it listed in the northernmost cell. Now I can see it from much farther north. Link to comment Share on other sites More sharing options...
TrickyVein Posted February 10, 2014 Share Posted February 10, 2014 So I guess there are LOD objects for scol. Just looked in the .bsa. Did you go back and check the box 'visible when distant' in the SCOL properties in the GECK after creating the LOD meshes you wanted for them? Link to comment Share on other sites More sharing options...
Belthan Posted February 10, 2014 Author Share Posted February 10, 2014 Yep, Visible When Distant is checked. At least now that I know the viewing distance is measured from the cell where the SCOL is listed (and not from the closest cell containing any part of it), I can design around it. Thanks all! Link to comment Share on other sites More sharing options...
TrickyVein Posted February 10, 2014 Share Posted February 10, 2014 Well that's not very satisfactory, is it? How did you create the LOD mesh for your scol? What flags do you have enabled in the .nif? You realize that after generating LOD objects you need to move blocks and textures the GECK dumps in your source folder into your data folder in order to view them. Link to comment Share on other sites More sharing options...
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