Vrakyas Posted March 13, 2018 Share Posted March 13, 2018 (edited) I'm trying to regenerate world LOD with Oscape for Tamriel worldspace, so that I have a higher resolution world map that fits my landscape textures.I did the same as shown in this youtube guide from the creator of Falskaar: https://youtu.be/kB2rqH7Ytko?t=946 But now on my world map there are square holes nearly everywhere without any landmass. So I guess the world meshes are messed up. Also the normal map textures have these squares (see 2nd attachment).Only the diffuse textures seem to be ok. Yes I checked the right values for the sealevel and landlevel of Tamriel (sealevel: -14,000; landlevel: -27,000). It looks like the hightfield in the Oscape preview window is already wrong - there are the same squares at the same positions (see 1st attachment). I also sorted my load order with LOOT and redated the plugins with LOOT (because Oscape seems to be based on file dates). Edited March 13, 2018 by Vrakyas Link to comment Share on other sites More sharing options...
TheWilloughbian Posted March 13, 2018 Share Posted March 13, 2018 I was having the same problem with a custom world space that I was working on. Only one cell though. The best I was able to figure out is that it has something to do with the worldspace height map being "corrupted" in the CK. I guess the CK height map editor can generate errors that will screw the whole deal. Not sure if this is what is causing your issue though. Some times Oscape works fine and sometimes not, and it doesn't always seem to need a reason. I wish we could get a proper port of Oscape to SSE. Wish I could be more help. From the CK tutorials: "Mesh errors: The Heightmap Editor frequently creates some errors in the generated landscape mesh. These are most frequently located in cell 0,0 and the corners of each quad. These are rips in the mesh that cause errors when saving the plugin. When you save it and get error messages about the Creation Kit being unable to create the mesh for a cell, write down the cell cordinates (don't hit "yes to all"). If you quit before fixing these errors, on reloading your mod the entire cell will be "missing" e.g. be set to elevation 0, which is hard to fix. To avoid this, load up the cells with errors in the render window, switch to wireframe view (w), and turn on the cell borders (b). Look around the edges of the cell (most often its the lower left corner), and if you find the anomaly, use the soften or flatten vertices tool to mend the mesh. In general, it is best to correct these errors with the local landscape editing tools as corrections done with the Heightmap Editor can re-introduce the same errors during the saving process - even after initially fixing them." Link to comment Share on other sites More sharing options...
Vrakyas Posted March 13, 2018 Author Share Posted March 13, 2018 Thanks for your reply and the "workaround".But this issue also occurs with a fresh install without any mods - no esps, no textures, no meshes. Link to comment Share on other sites More sharing options...
TheWilloughbian Posted March 14, 2018 Share Posted March 14, 2018 Truthfully... There are a lot of warning against generating terrain LOD for the Tamriel worldspace. I've heard that it can cause problems. You might have better luck downloading a mod like https://www.nexusmods.com/skyrimspecialedition/mods/5804 and editing the map textures themselves. But as far as Landscape LOD, I'm not sure what to do about that. Link to comment Share on other sites More sharing options...
TheWilloughbian Posted March 14, 2018 Share Posted March 14, 2018 Just saw this. http://forum.step-project.com/topic/13175-xlodgen-terrain-lod-beta-for-fnv-fo3-fo4-tes5-sse/. Link to comment Share on other sites More sharing options...
TheWilloughbian Posted March 14, 2018 Share Posted March 14, 2018 And https://www.darkcreations.org/hoddminir/generating-lods-for-your-worldspace is worth the read. Link to comment Share on other sites More sharing options...
Vrakyas Posted March 14, 2018 Author Share Posted March 14, 2018 Thanks for the links.I used "A Quality World Map" a long time, but unfortunatly this uses 32x32 sized LOD level and it's not compatible when using:[MapMenu]uLockedTerrainLOD=4uLockedObjectMapLOD=4in Skyrim.ini (for much higher detail). But I'll have a look at the new xLodGen tool and the guide. Link to comment Share on other sites More sharing options...
TheWilloughbian Posted March 14, 2018 Share Posted March 14, 2018 I'm looking forward to giving xLODGen a try myself. Looks like it will do it all, trees/objects and terrain. The old SSELODGen just did objects and trees. Do let us know how it works out for you. Link to comment Share on other sites More sharing options...
Vrakyas Posted March 29, 2018 Author Share Posted March 29, 2018 Well don't try to generate 4K textures for LOD4! Every texture is about 21 MB and all Tamriel terrain textures together will be ~45 GB.The problem is, that ALL textures will be loaded into RAM when loading a savegame - so you'll need 45 GB free RAM. I have 32 GB RAM and 50 GB swap file and it took me 5 mins to load a game, additional 5 mins to open the world map and 10 mins to close the world map. Windows was swapping all the time. Btw it lasted about 7 hours to generate that 4K Tamriel terrain on a Intel i7 4770K @ 4,4 GHz. But I'll give it a new try with lower values. Link to comment Share on other sites More sharing options...
TheWilloughbian Posted April 1, 2018 Share Posted April 1, 2018 Well don't try to generate 4K textures for LOD4! Every texture is about 21 MB and all Tamriel terrain textures together will be ~45 GB. The problem is, that ALL textures will be loaded into RAM when loading a savegame - so you'll need 45 GB free RAM. I have 32 GB RAM and 50 GB swap file and it took me 5 mins to load a game, additional 5 mins to open the world map and 10 mins to close the world map. Windows was swapping all the time. Btw it lasted about 7 hours to generate that 4K Tamriel terrain on a Intel i7 4770K @ 4,4 GHz. But I'll give it a new try with lower values. I had to chuckle at this. Anyhow. Are you using XLODGen? I tried it, but learned quickly that it was for more advanced users. I couldn't figure out how to get the detail level on the terrain LOD meshes right. I ended up having a really blocky map an bad LOD at the outer edges of my worldspace. I'm sure it was something I was doing wrong, but I got tired of messing with it. So i just used a couple of the meshes to fix the bad ones generated by oscape. Link to comment Share on other sites More sharing options...
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