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How can i generate lod for objects in my mod?


dovapix

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Hi guy's,

 

I did a lot of googling on this one but most results were talking about world space lod and not about static object lod.

 

I made a full 3d roads mod and i am looking for a tutorial to make lod for my 3d road sections, i also look at the wiki and it doesn't cover lod generation for custom new objects.

 

I know there is Bslodtrishapedata in Nifskope but again i was not able to find a tutorial on how to make it work.

 

I saw SSELODGEN tool and i am not sure if it is what i should be looking for?

 

Any help or pointer to a good link would be greatly appreciated.

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I *think* you need to create the LOD objects in some editing program first.

Hi Ethreon,

 

I am aware that i need to use pro optimiser(3ds max) to reduce my face count on the object and that is already done but what i am looking for is how to make it work in game?

Edited by dovapix
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  • 2 weeks later...

Assign your LOD meshes, run SSELODGen.

As always thank you Zilav

 

As an example:

From within creation kit, from the Object Window, selecting World objects / Static / Mountainpeak, right clicking, selecting Edit, then the button to activate Specify Distant LOD Meshes shows, from the dialog you reference level 0 - level 3, those ask for user input in selecting the specific .nif file.

 

Are the .nif files we need to select located at:

Data\meshes\landscape\mountains\*.nif ?

 

or are they located at:

Data\meshes\Terrain\OurCustomWorldSpace\Objects\*.nif ?

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Assign your LOD meshes, run SSELODGen.

As always thank you Zilav

 

As an example:

From within creation kit, from the Object Window, selecting World objects / Static / Mountainpeak, right clicking, selecting Edit, then the button to activate Specify Distant LOD Meshes shows, from the dialog you reference level 0 - level 3, those ask for user input in selecting the specific .nif file.

 

Are the .nif files we need to select located at:

Data\meshes\landscape\mountains\*.nif ?

 

or are they located at:

Data\meshes\Terrain\OurCustomWorldSpace\Objects\*.nif ?

 

You create them yourself in any 3D modeling software and put anywhere you want in Data\Meshes folder.

Data\meshes\Terrain\ is a hardcoded path for generated LOD files, not for the source LOD models.

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Assign your LOD meshes, run SSELODGen.

As always thank you Zilav

 

As an example:

From within creation kit, from the Object Window, selecting World objects / Static / Mountainpeak, right clicking, selecting Edit, then the button to activate Specify Distant LOD Meshes shows, from the dialog you reference level 0 - level 3, those ask for user input in selecting the specific .nif file.

 

Are the .nif files we need to select located at:

Data\meshes\landscape\mountains\*.nif ?

 

or are they located at:

Data\meshes\Terrain\OurCustomWorldSpace\Objects\*.nif ?

 

You create them yourself in any 3D modeling software and put anywhere you want in Data\Meshes folder.

Data\meshes\Terrain\ is a hardcoded path for generated LOD files, not for the source LOD models.

 

Thanks, got that figured out and now have LOD for Objects and Trees working fine now.

 

Currently beating my head against the desk trying to get Oscape to make the terrain part. Gotten as far as getting heightmaps created from my worldspace into .raw format. Figure another few weeks till I get that "art form" figured out without black areas showing up.

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Thanks, got that figured out and now have LOD for Objects and Trees working fine now.

 

Currently beating my head against the desk trying to get Oscape to make the terrain part. Gotten as far as getting heightmaps created from my worldspace into .raw format. Figure another few weeks till I get that "art form" figured out without black areas showing up.

 

 

Got the land elements to generate with OScope by doing the following.

 

In the CK, under the menu World, selection Heightmap Editing was able to export the heightmap for my custom world space.

This created 4-four .raw files which I named the same as my .esp leaving the file extensions as .raw

(Note after running through OScape these became .fmap, .land, .raw and .water file extensions.)

 

Had attempted this before but couldn't get Oscape to recognize my worldspace under the plugin selection field next to the fill button. Ran across a post that suggested simply typing in the worldspace name, had done this in previous attempts but it wouldn't take.

Found that in my .esp file I had used a longer name in the EditorID field (the name of the .esp and the name of the editorid field were not the same), when I changed that name to be the same name as the .esp OScape was then able to process my .esp.

At least I think that's what did the trick

 

Now OScape works for my worldspace.

FYI: OScape's website as referenced from the link in it's download is offline, webarchive has the documentation pages archived at: https://web.archive.org/web/20141112030924/http://obge.paradice-insight.us/wiki/Oscape_%28GUI%29

 

 

For the black areas of my terrain, I found a couple of things that might have effected this. Cells can only have a total of 6 paints. I had remapped the default paint to ones that I liked based on the cell, e.g. default became dirt01 in one cell, default became rocks01 in another cell. I think, not positive, but remapping the default cell paint was the culprit. Just an fyi in case others run into this. I can't 100% confirm this without recreating cells or a new worldspace which I am reluctant to do right now.

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  • 3 years later...

Sto cercando di creare un nuovo world space e dopo aver costruito un mondo di prova ho sistemato il LOD seguendo alcuni tutorial. Ora, gli oggetti e gli alberi si vedono bene e con i propri colori anche dalla distanza, ma il terreno e le montagne mostrano le giuste sagome ma dalla distanza sono completamente in ombra. Qualcuno sa come risolvere questo difetto?

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