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[LE] How to generate 1/16 & 1/32 LOD in Oscape? Check-boxes for them are greyed out...


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Hey. Yeah. Me again, sorry. The bad news is I'm stuck again. The good news is I'm not asking you guys about heightmaps anymore.

 

So, I'm trying to get a landscape LOD exported, so I can see the whole map at once easier, and see if I have the water levels and everything right, so I can move on to landscape texturing etc.

 

I have my 4096x4096 worldspace in an .esm, I have a border region set around the entire edge of the map (as part of same .esm, not seperate .esp), and of course Oscape.

 

When I try to make a LOD for this place, it does it exactly fine, for resolutions 1/1, 1/2, 1/4, & 1/8.

 

But 1/16 and 1/32 aren't being generated. They're greyed out. I cycled through all the max. resolution target options, and none of them had 1/16 or 1/32 as selectable options.

 

1/16 being missing causes a ton of pop-in on the 1/8th distance LOD objects. The missing 1/32 is an even bigger problem, because 1/32 is also used to form the world-map; without it I just have a big brown waterless square instead of a map.

 

The weird thing is, in all the tutorials and help threads I've googled, the screenshots also show those resolutions being greyed out. But then, somehow, the people in those threads seemed to still manage to get their LODs and map properly generated?

 

What am I missing?

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What is the overall size of your map in terms of cells? 128x128 cells is the usual recommended worldspace size. If it's any bigger, there's an xedit plugin u can use to cull cells past a certain point. For the edges, the game uses a worldcloupmap mesh to cover them up.

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Yep, 128x128. Oscape, CK, and the game all seem to be seeing the it all at the right size and all there. It's just, without the 1/32 level lod, the map is just a 128x128 brown square. The first few levels of LOD seem to be generating and rendering fine. I just can't get Oscape to give me those lower options I need for the worldspace map to work.

 

The only other weird thing I can see that might point to the problem, is that when Oscape goes through the "Preview" tab, the heightmap preview shows all-black. None of the settings combinations seemed to change it, and the 1/1 - 1/8 levels being generated were working in-game anyways, so I haven't really thought much about what that could mean.

Edited by KhrajiriiOfCorinthe
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You don't need those levels, the map is generated anyway (you can check by looking at the textures there should be a bunch ending in 32). If the map is not displaying then you have another problem.

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So I spent a day poking through the generated files like you suggested and the like. I'm not sure I understand, though, everything I read from the tutorials and other threads suggested that the map is literally a high top-down view of the worldspace's 1/32 level LOD. If that's not that case, at what step of the process/by what method is the map supposed to be generated? So I can go back to that step and find out what's wrong.

 

I also gave it a go generating a LOD in the CK, just to see what happens. As I expected, especially for an area this size, what it generated was unusable (really badly torn, weird spikes. nothing else reads the landscape like this, just the CK's crappy LOD-maker. Render window, TESAnwynn, L3DT, etc see heights & everything perfectly). But it did generate and render all the levels, including a (badly distorted by infinite spikes poking the camera in the eye, but recognizable) map. (Which also suggests that the map is part of the LOD?)

 

So I deleted that, re-generated Oscape's, went through the installer tab. It seemed to put everything in the right folder, but now not only is there no map, none of the other lod levels work anymore either. None of it shows up at all in-game.

 

The files I'm seeing have names like worldspaceName.32 .16 .32.dds/.btr and I'm assuming that's "worldspaceName.Resolution.co-ordX.co-ordY". So they are in fact being generated and placed. But not seen, somehow?

 

All I can think of to do here is, like...so the CK makes an ugly lod that renders, and Oscape makes a good lod that doesn't, and afaik the actual files they produce have the same names, so maybe I could let the CK one run, then overwrite most of its output with Oscape's meshes and textures, and just keep the info that makes it load in-game (if that even makes sense)? Or maybe this just means the problem is the Oscape-made worldspaceName.lod file, not the mesh and texture files?

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Your worldspace reference name has to be identical to the output folder in Terrain for both object and land for your lod to show up. My Oscape generated LODs all show just fine. Are you sure the names line up?

http://media.moddb.com/cache/images/mods/1/29/28430/thumb_620x2000/ScreenShot275.jpg

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Yeah, it all looks the same across the board. I'm a stickler for keeping consistent naming conventions in stuff like this, and I've been calling the worldspace _KC_Elsweyr all the way down. I had TESAnwynn set the worldspace name to _KC_Elsweyr and haven't changed it on the mod's end. On Oscape's end, it showed as that on the "fill" list, and all the files it made all say _KC_Elsweyr so I must have set it to that in Oscape too.

 

Unless maybe the CK is case-sensitive? Cuz Oscape did put out the files in all-lowercase, but that's the only thing that looks awry name-wise.

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Oscape made and placed one of those, too, at Data/lodsettings. Not sure how to open it to check what's actually in it, but there it is. This LodFileGenerator tool looks promising, thinking of trying that unless anyone's heard bad things about it?

 

Just so I know I'm not crazy, the worldspace name *is* in fact the same across all these, right, except for the filename case? (screenshots pic in google drive)

Edited by KhrajiriiOfCorinthe
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