In the shell, with all the mods chosen in load order, it would not generate, stopped in the beginning sating too many mods.
The limit are 256 mods, by checking all, did you maybe went over this limit?
Based on your response to wkomarecki, I assume this is only a tradeoff between more vram in game vs faster generation in the tool. Visual quality with shapes or stripes should be the same in game?
Yes the number of triangles and vertices are the same. The only difference is that in the later case the already-existing triangles are build to strips. i.e. when you have 2 triangles with the vertex numbers 1-2-3 and 3-2-4, it builds a strip with 1-2-3-4 (just "gluing" the neighbors saves the 2 points). Jumping over the gaps (1-2-3 jumps to 5-6-7) is done by adding fake triangles (1-2-3-3-5-5-6-7). The 2 triangles in the middle (3-3-5 and 3-5-5) are degenerated and removed by your rendering engine in the GPU. The standard meshes of Oblivion contain a lot of degenerated triangles, why I tried to strongly minimize the number. But maybe for a modern graphics card with ~1GB vram the impact between strips and shapes is maybe negligible.
I've been using increasingly-more-hand-tweaked v210 hi-res mesh sets for some time and am happy 'em it. Decided to take the plunge and give v220 a go. Was surprised at the difference is size of each quad. My v210 hi-res quads are much bigger, even compared to v220 at 'ultimate' meshes. Is this normal? I worry that maybe I'm not using v220 right. (Tried it with the 'shell', while I run v210 manually.)
My IC quad (60.00.00.32) has in high res about 450kb and in ultimate about 700kb.
Also, on those few land-walls that still crop up...what is the trick to knowing where, in relation to a 'wall', to place corrective coordinates? Some of my attempted 'wall' corrections do nothing or make things worse. On the other hand, some corrections are super easy.... bridge ends ... most floaters ... buried land depressions... I nail those almost every time.
Hmm, hard to tell.... I identify and fix the location from far view, and after I reached the location I set a small network of vertices, trying to take them at prominent places: the lowest points, the edge of the roads (left and right, so after 300-400 units, in bendings also more), at the of stones....
Remember, the triangulation will connect the closest points. If you have a road with U-shape, one should put 2 points at the bottom. This should be a really hard constrain.
EDIT: No idea if this is helpfull, but I used a lot of times the "texture" option in the batch file ("WriteQuad -x=0 -y=0 -tex=60.00.00.32.dds". N.B. the numbering is not consistent, the next quad would be "WriteQuad -x=
1 -y=0 -tex=60.
32.00.32.dds"):
http://imageshack.us/f/820/icquad.png/
One has to add the path in Nifscope to
\texture\landscapelod\generated\