1shoedpunk Posted January 28, 2012 Share Posted January 28, 2012 Does anyone have any experience generating lod meshes using TES4LL? In theory, it can work with all Gamebryo games, but in practice I'm having a hell of a time trying to figure out how to force it to recognize Fallout New Vegas or even single .esp files I'm working on. I'm even having trouble directing it to the 32 bit .bmp I exported of my worldspace using TESAnnwyn. Maybe if someone has a sample of how to enter the commands, that might help. The readme is a bit tough to read. I've also looked into Oscape, but it doesn't even claim to have Fallout support, even though practically it would be outputting the same kind of .nif files for lod. I've exported my worldspace as a .raw no problem, but every time I click on lod generation, it crashes. For that, I think it has more to do with it only being able to generate images in size of iterations of 1024. Does anyone have any other recommendations? For some reason the GECK lod gen just stopped working for me ages ago, so that's not even an option. Link to comment Share on other sites More sharing options...
TrickyVein Posted February 12, 2012 Share Posted February 12, 2012 Hey 1shoedpunk - It seems to me you are making this harder than it has to be. LOD generation is handled through a couple of different modules depending on what LOD data you want to generate. There is no "global" LOD generation. Going to "WorldLOD" and "Generate Terrain Mesh" and "Generate Terrain textures" will take care of your terrain in your worldspace. There is no need to export anything. The 10242 RAW images of your worldspace should be in 16 bit anyway, not 32 bit... To generate LOD for objects, all of your LOD meshes, corresponding .dds and .tga textures have to be in their respective folders for generation to work. It is an all-or-nothing process. When you run into an error, find the missing texture and export it to its correct destination and start again. Perhaps you are thinking about LOD generation in the wrong way? Link to comment Share on other sites More sharing options...
gruftikus Posted February 13, 2012 Share Posted February 13, 2012 (edited) 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 Edited February 13, 2012 by gruftikus Link to comment Share on other sites More sharing options...
1shoedpunk Posted March 7, 2012 Author Share Posted March 7, 2012 Hey 1shoedpunk - It seems to me you are making this harder than it has to be. LOD generation is handled through a couple of different modules depending on what LOD data you want to generate. There is no "global" LOD generation. Going to "WorldLOD" and "Generate Terrain Mesh" and "Generate Terrain textures" will take care of your terrain in your worldspace. There is no need to export anything. The 10242 RAW images of your worldspace should be in 16 bit anyway, not 32 bit... To generate LOD for objects, all of your LOD meshes, corresponding .dds and .tga textures have to be in their respective folders for generation to work. It is an all-or-nothing process. When you run into an error, find the missing texture and export it to its correct destination and start again. Perhaps you are thinking about LOD generation in the wrong way? No, I'm familiar with the process of LOD generation, at least for the landscape meshes. Actually, after a bit of tweaking, I finally got the GECK to generate the meshes for my worldspace. I was mainly interested in the other utilities as they seem to take much less time to generate LOD meshes than the GECK would. The process as I did it took about 3 - 4 weeks, whereas OScape or TES4LL both seem to do it in a matter of hours. While the .raw images of the worldspace would need to be 16 bit if I were importing them through the manual method, The 32 bit file was for the other utilities. At the start of this endeavor, I attempted to manually import the worldspace through a chopped up .raw file, which was a pain to put together, but that just ended up crashing the GECK. Gruftkis, thank you for creating your tool. My very modded Oblivion game looks a hell of a lot better thanks to it. I haven't tested TESAnnwyn on .esp or .esp files from New Vegas yet. I used it to create a FO3 plugin with my worldspace image, changed the master file in Wrye Flash, and opened it up in the New Vegas GECK. If it helps, I can zip up the complete LOD directory from my worldspace. Since each file has a timestamp, you would be able to at least see in which order the GECK generates. It seems to generate within a quadrant from right to left, bottom to top, but I'm sure you would be able to parse it a lot better than I could. Link to comment Share on other sites More sharing options...
gruftikus Posted March 7, 2012 Share Posted March 7, 2012 No, I'm familiar with the process of LOD generation, at least for the landscape meshes. Actually, after a bit of tweaking, I finally got the GECK to generate the meshes for my worldspace. I was mainly interested in the other utilities as they seem to take much less time to generate LOD meshes than the GECK would. The process as I did it took about 3 - 4 weeks, whereas OScape or TES4LL both seem to do it in a matter of hours.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. Link to comment Share on other sites More sharing options...
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