terin Posted May 26, 2017 Share Posted May 26, 2017 (edited) I need a custom object LOD tutorial for a custom world. I've tried creating a LOD for a custom tower I created with custom textures to no avail. The custom world LOD is working fine using Oscape. Tried DynDOLOD with no success even after reading the docs with it. I've watched the DynDOLOD 46min tutorial and it is no help either, it only shows how to change a model already in Skyrim with a custom one that's the same, I tried that method and it did nothing. The BTO files are not getting created. I followed another tutorial and tried via the CK and it actually created BTO files and I could see the LOD but the textures were missing even though I followed everything correctly. It also removed my land LOD so I recreated it with Oscape and then the object LOD was gone when I went back in game to test. I'm sure someone on this forum has created a LOD for a custom model with custom textures for a custom world. If anyone can point me in the right direction I'd appreciate it. Edited May 26, 2017 by terin Link to comment Share on other sites More sharing options...
Shivala Posted May 28, 2017 Share Posted May 28, 2017 Hmmm, if you dont get any help here maybe you could visit the Beyond Skyrim project forums. I am sure they must have experience with it. Or r/skyrimmods Link to comment Share on other sites More sharing options...
Rigmor Posted May 29, 2017 Share Posted May 29, 2017 The lod must have only one texture, so if your full model has say, 2 or 3 textures, you have to combine them into one, then reassign the uv in your model program.The lod nifs can be in your own data mod folder, and the textures in your own data/textures folder, but the textures for the lod must be in your source tga/mod directory folder.So if your lod texture was in say - data/textures/yourmod you must copy the file structure - source/tga/textures/yourmod (these must be tga and not dds.)The CK will make the lods using these source tga textures, then make a new objects .dds in source/dds/objects copy the objects.dds and the normal map into your mod/objects (i use my own objects and leave vanilla skyrims unedited) Also a 0 level lod can be no more than 2048 verticesA 1 level lod 1024 The vertex count also multiplies with seams. In blender you might have a tower 2048 but with multiple seams it will add vertexes. So by the time it's exported to a nif, it can be twice the size. Link to comment Share on other sites More sharing options...
terin Posted June 2, 2017 Author Share Posted June 2, 2017 (edited) @ Rigmor - Thanks for the insight. I did the tower lod with 1 texture but the vertex count was too high so that makes sense. I'll give it another go with a different lod model. Edited June 2, 2017 by terin Link to comment Share on other sites More sharing options...
Rigmor Posted June 2, 2017 Share Posted June 2, 2017 I learned the hard way, that amazing moment the ck makes your lods and you jump around the room. You'll need to be severe with decimation, like I said, the vertexes might add up to 2048, but once exported to nifscope they can shoot up to 4k+Less the better, boxes and cylinders :D good luck Link to comment Share on other sites More sharing options...
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