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Worldspace View Distance


fallzout2011

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How do I make the view distance in my custom world space the same as in Cyrodil? In vanilla Oblivion you can things from miles away with the settings on max. In my own world space crap just pops up out of nowhere. Any help is much appreciated, thank you.

 

Also whats up with those empty cells? All around my landscape there are empty cells about 5 units away from the land. There is no water in them and just swim through them without running out of air. They are visible from far away. Must be related to the land pop in problem, or maybe I have to extend water distance view?

Edited by fallzout2011
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There are three common problems often encountered with custom worldspaces:

 

The land under your feet is missing and you fall into water:

Temporary fix: change the load order of your esm to 01 (immediately after Oblivion)

Proper fix: Use TES4Gecko's "Move Worldspaces" function. Once you've done that, use TES4Edit to remove the VWD flag from ALL items in the worldspace... trees, rocks, everything!

 

The distant land/mountains are not visible:

In the Heightmap Editor window, go to File --> Generate LOD. Or perhaps this tool would be even better, but I haven't tried it yet. This generates meshes that go into the Data/Meshes/Landscape/LOD folder.

 

The distant trees/rocks/buildings are not visible:

Use TES4LodGen to generate the distant objects. This generates stuffs that goes into the Data/DistantLOD folder.

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Thanks a ton for the reply however all is not well :(

 

1) I have gecko and use it often, but I don't see any "move worldspaces" function. This shouldnt matter though becuase my mod is already in 01 position.

2) The heightmap thing worked, but the distant view textures are all purple until I come close to them!

3)I had already done the distant/lod folder stuff.

 

The empty cells with no water but you still swim through are still present. Now they are just purple instead!

 

I know I'm close to the solution and thus not panicking. I just need a bit of more help. My mod file is an esp (is that a problem?) since you can't edit esms. Also FYI, I have no other mods at all tight now. So there aren't any conflicts or whatever.

Edited by fallzout2011
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The last time I created a new worldspace was about 2 years ago, so my memory could be a bit foggy.

 

I remember that my worldspace had lots of problems until I converted it to an esm. Try making a backup and then converting to master with Gecko. If you want to edit esm files, grab the Construction Set Extender - once you've used it, you won't consider modding without it ever again.

 

The Move Worldspaces function in Gecko at the bottom right - next to Clean Plugin. Is it missing from your version?

 

The purple landscape is probably due to a naming error caused by the Destruction Set. From the CS Wiki:

There is a small bug in the Construction Set that incorrectly names the textures that are created in \data\textures\landscapelod\generated\. If you'd load your mod now, you will likely see purple landscapes everywhere because of this bug.

To fix this, simply go to the textures in \data\textures\landscapelod\generated\ and rename any textures that have a single 0 in it. A bunch of the new textures will have a "0" instead of a "00" in the part of the name that indicates cell coordinates. You need to rename the files, replacing all instances of 0 with 00. For example, the texture titled "11607696.0.-32.32.dds" should be renamed "11607696.00.-32.32.dds"

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Hello again thanks for your persistent help. Neither converting to a master file or merging worldspaces worked. However I think I pretty much nailed the problem. Within my Generated folder there is only 5 dds files within the folder itself. The rest are inside a "partial" folder and are only 3KB a piece. Somethings not right here thats for sure.

 

I created the DistantLOD and Meshes without problem. To create the generated folder I right clicked on my worldspace and selected "Generate LOD Land Texture --> This LOD Quad". Is that correct? Why on Earth aren't the textures being fully generated?

 

I attached a picture of my new worldscape that shows the problem with distant land.

 

http://i47.tinypic.com/a4law8.png

 

Edited by fallzout2011
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The function Generate LOD Land Texture --> This LOD Quad generates only one quad. One quad is 32 x 32 cells, so you have to generate the other quads in your worldspace. :)

 

I generated the other quads but the problem still persists. Its only purple until I get close, then it changes to the correct texture. I', just confused now. http://forums.nexusmods.com/public/style_emoticons/dark/wacko.gif

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If the distant land is purple and the nearby land is normal, then that identifies the distant land meshes as being the culprit. Purple meshes = missing textures so there must be a bug in the textures somewhere. I'd check that they have the correct path and names.
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Well my Oblivion data directory looks like this :

 

DistantLod Folder ---> 1CMP file (1KB) This doesn't seem right. I tried to delete the folder and regenerate but it remained the same.

Meshes/Landscape/LOD ----> 4NIF Files. None of them have the single digit problem mentioned above.

Textures/Landscape/LOD/Generated ---> Bunch of dds files. Also a subfolder containing most of them, labeled partial.

 

Right now two things are sticking out.

One that 1KB CMP file in the DistantLOD folder seems to be incorrect.

Two why is there a partial folder within my generated folder? The dds files in here are only 3KB a piece while the others are over 100x bigger.

 

I generated the LOD land textures for all the quads. Generated full load from the heightmap editor. And finally updated the distant load data via the world testing function. Still at a loss here http://forums.nexusmods.com/public/style_emoticons/dark/ermm.gif

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