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LOD not working for SCOL


Belthan

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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

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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!

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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.

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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.

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