[RELz] Landscape LOD generator tes4ll

Post » Wed Dec 14, 2011 10:26 am

Ok, I uploaded a new version on tesnexus (2.30). There are no visual improvements included, only some technical issues:

  • I got rid of the "hardcoded call" of TESAnnwyn. This is done now via the batch file now. This allows to run tes4qlod independently (see below) and I'm more flexible for the future (just in case I want to apply tes4ll for Skyrim)
  • Optionally one can use a 16bit format for the internal storage, which can be used if tes4ll.exe exceeds 3GB and crashes. This decreases the dynamic range for the algorithm, but without noticeable visual effects. But no warranty. Use this only if really needed (e.g. Tamriel Heightmap)
  • The batch script has been changed accordingly, and thanks the the works of Auryga, his GUI is automatically up-to-date, i.e. you have all the new options in the GUI after installing the new tes4ll_all.batch and can use TES4LLShell also to run tes4qlod. I also catched a bug in tes4qlod which leads to crashes. This should make the usage of tesq4lod much simpler.


@shinobi2008: thanks for testing, it is really hard to find the source of such effects, does it also happen with the pregenerated meshes?

PS: Mid resolution with strips have almost the same structure and size like Vanilla meshes. Theoretically (but who knows...) there shouldn't be any impact.
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sarah
 
Posts: 3430
Joined: Wed Jul 05, 2006 1:53 pm

Post » Wed Dec 14, 2011 3:09 pm

Ok, I uploaded a new version on tesnexus (2.30). There are no visual improvements included, only some technical issues:

  • I got rid of the "hardcoded call" of TESAnnwyn. This is done now via the batch file now. This allows to run tes4qlod independently (see below) and I'm more flexible for the future (just in case I want to apply tes4ll for Skyrim)
  • Optionally one can use a 16bit format for the internal storage, which can be used if tes4ll.exe exceeds 3GB and crashes. This decreases the dynamic range for the algorithm, but without noticeable visual effects. But no warranty. Use this only if really needed (e.g. Tamriel Heightmap)
  • The batch script has been changed accordingly, and thanks the the works of Auryga, his GUI is automatically up-to-date, i.e. you have all the new options in the GUI after installing the new tes4ll_all.batch and can use TES4LLShell also to run tes4qlod. I also catched a bug in tes4qlod which leads to crashes. This should make the usage of tesq4lod much simpler.


@shinobi2008: thanks for testing, it is really hard to find the source of such effects, does it also happen with the pregenerated meshes?

PS: Mid resolution with strips have almost the same structure and size like Vanilla meshes. Theoretically (but who knows...) there shouldn't be any impact.


You're very welcome, gruftikus. :biggrin: I'm glad to contribute however I can. :tops: Your tool is very useful I must say. :clap: Having said that, even on mid resolution my fps is horrid. :brokencomputer: Perhaps it's my system that can't handle this many mods. Then again, it could be my year old graphic card which is GTX 260 or the SATA hard drive that's causing the bottlenecks. I don't know I'm going to try again. :banghead: :swear: :ahhh: Do you or have you tried Pyffi after generating the meshes with this software or it shouldn't make any difference?
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Sista Sila
 
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Post » Wed Dec 14, 2011 5:38 pm

Then again, it could be my year old graphic card which is GTX 260 or the SATA hard drive that's causing the bottlenecks.

I have the same graphics card (even the truncated version with the 216 shaders), already since 3 years. One year ago I purchased a new system, with 8GB 1333 MHz memory (before it was a DDR-800), but keeping the GPU, and the effect on the frame rate was about a factor of 2. So it really can be a combination of the system components.

The hard drive should not have an impact on the frame rate, as long as you are not moving your avatar. I bought an SDD in addition, mainly I was tired to be able to cook my coffee while Oblivion was starting :brokencomputer: (the installation has about 30GB). Nonetheless I realized that with the SDD, the microbreaks when moving from cell to cell were much less.

BTW, my frame rate is also not ideal, but I think it due to the almost endless view of the trees which I use.

Do you or have you tried Pyffi after generating the meshes with this software or it shouldn't make any difference?

Maybe someone could correct me but I don't think it makes a difference. The LOD meshes are very simple, just a list of vertices and triangles. With tes4ll you can choose strips or shapes (the first is used by the Vanilla meshes, the second is the same as the result of Pyffi). So you have already both version build-in.
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Robert Jr
 
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Post » Wed Dec 14, 2011 8:40 pm

I'm gonna have to give 230 a try. Oddly, I went back to creating 210 hi-res sets. Found I like those better than the numerous 220 ultimate-res sets I made. Not sure what's up with that. Might have something to do with me using the "GUI" shell with 220 whereas I make 'em via highly tweaked batch files with 210. Or maybe it's because I needed to use that different technique ... forgot what it's called ...with 220 ultra sets. In any case my 220 sets tended to have more floaters than the 210 sets, which have hardly any. On the other hand the 220 sets might have had fewer 'walls', which makes sense due to it having a special function to remove 'em, a function 210 lacks. I betcha if I were to create a batch equivalent of 210 for 230 and stick with hi-res I'd be happy with it. We shall see.

This tool has made me the sworn enemy of walls and floaters. When I spot one now, I HAVE to fix it. Maybe that's why I'm on my 55th or 56th set of tes4ll meshes... ha! I finally nailed the upper Red Ring Road south of Weye 'wall'. Took me three tries. (The first attempted did nothing. The second made things worse.) Sadly, I still haven't been able to fix the corresponding 'wall' at roughly the same spot on the lower Red Ring Road. I swear I thought I'd figured it out my last attempt. But no, the 'wall' remains. Luckily it's at an inconspicuous spot and thus easy to overlook....unlike the now-gone upper RRR wall that stood out like a sore thumb.

My stumbling block now is not LandscapeLOD meshes but textures. I can not get CSE to produce them. The process terminates early due to errors every time. Well, when CS doesn't crash...which happens a lot too. Such is life.

-Decrepit-
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Vicky Keeler
 
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Post » Wed Dec 14, 2011 11:20 am

I should say that I never remove features from tes4ll. Also the 2.20 batch should be compatible to 2.10 (for 2.30 one has to add 4 lines in the beginning, as mentioned above). The only effect of the additional wall remover is that is moves a number of vertices to the cell boundary, so this can have impact (less points in the cell area). But the ultimate version should compensate this.

Nontheless, if you prefer to work with the batch, and you know the meaning of the commands, you are for sure in a better situation.
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Mackenzie
 
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Post » Wed Dec 14, 2011 1:57 pm

Hmm, was trying 2.30 but ran into a couple of issues. The program said exit called after it went through the tes4qlod bits, I commented out "@!makemeshes Exit" in tes4ll_all.batch and that worked. It ran on until this error:

Running TES4 exporter:
Searching Jog_X_Mod.esm for any cells in the worldspace Tamriel:

Running TES4 exporter:
[Fatal] Tesannwyn failed
Please close this window


The esm after "Jog_X_Mod.esm" is "All Natural Base.esm". Tried again using 2.20, didn't get either issues.
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Laurenn Doylee
 
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Post » Wed Dec 14, 2011 9:14 pm

Hmm, was trying 2.30 but ran into a couple of issues. The program said exit called after it went through the tes4qlod bits, I commented out "@!makemeshes Exit" in tes4ll_all.batch and that worked. It ran on until this error:

You can also change the flags in the Windows bat file: -f "...,makemeshes,..." to make the meshes, -f "...,tes4qlod,..." to run tes4qlod (or both).

Edit: To select the tes4qlod resolution, you need one of the flags qlod1, qlod2, or qlod4 in addition, for 1024x1024, 2048x2048, and 4096x4096, repectively.

I have to say, I always use TES4LLShell, which is much more comfortable. It can also help to solve your problem below.

The esm after "Jog_X_Mod.esm" is "All Natural Base.esm". Tried again using 2.20, didn't get either issues.

This can well be. I also had crashes with "All Natural Base.esm". Something seems to be different with this file. Maybe you could use the TES4LLShell, use "Select only plugins active in game", and un-select "All Natural Base.esm". Anyhow, I don't think All Natural makes landscape changes.

Maybe I should add a the feature to have a blacklist...
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Kelvin
 
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Post » Wed Dec 14, 2011 8:40 am

Dear sir,
I have problem.
When I use Tes4LLShel to generate LOD meshes with UL esp files activated, I always get messages like
[Warning] Mesh is too dense: quad aborted after 1470 vertices
and the meshes where UL are located become empty
http://imageshack.us/f/856/nehrimscreen69.jpg/

Could you upload latest version of generated meshes (ultra quality) for download?
Thanks.
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He got the
 
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Post » Wed Dec 14, 2011 6:04 am

[Warning] Mesh is too dense: quad aborted after 1470 vertices

This is an indication that you have discontinuities in your heightmap. Would be helpfull for me if you could upload the tesannwyn.bmp and the log file produced by tes4llshell.

Thnx.
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Phoenix Draven
 
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Post » Wed Dec 14, 2011 9:44 am

tesannwyn
http://imageshack.us/photo/my-images/846/tesannwyn.jpg/

log
Spoiler

Starting E:\GAME\Bethesda Softworks\Oblivion\Tes4ll.exe -t -b "E:\GAME\Bethesda Softworks\Oblivion\ini\tes4ll\tes4ll_all.batch" -f "makemeshes,nicer_mountains,wallremover,overwritelods,ultimate,qlod1" -w "Tamriel" -l "DLCShiveringIsles.esp,xuldarkforest.esp,xulStendarrValley.esp,xulTheHeath.esp,XulEntiusGorge.esp,xulFallenleafEverglade.esp,xulColovianHighlands_EV.esp,xulBeachesOfCyrodiilLostCoast.esp,xulBravilBarrowfields.esp,xulLushWoodlands.esp,xulAncientYews.esp,xulAncientRedwoods.esp,xulCloudtopMountains.esp,xulArriusCreek.esp,xulPatch_AY_AC.esp,xulPantherRiver.esp,xulRiverEthe.esp,xulBrenaRiverRavine.esp,xulImperialIsle.esp,xulBlackwoodForest.esp,xulCheydinhalFalls.esp,xulAspenWood.esp,xulSkingradOutskirts.esp,xulSnowdale.esp,xulCliffsOfAnvil.esp,xulSilverfishRiverValley.esp,xulJerallGlacier.esp,xulTheEasternPeaks.esp"
Processing startet: 2011/11/27 上午 12:40:29
Landscape LOD generator
Written by gruftikus@texnexus
V2.30, 22.11.2011
***********************
[Info] Oblivion Game path is: e:\game\Bethesda Softworks\Oblivion\
[Info] Oblivion App path is: C:\Users\CDC\AppData\Local
[Info] batch file: E:\GAME\Bethesda Softworks\Oblivion\ini\tes4ll\tes4ll_all.batch
[Info] Flag: makemeshes
[Info] Flag: nicer_mountains
[Info] Flag: wallremover
[Info] Flag: overwritelods
[Info] Flag: ultimate
[Info] Flag: qlod1
[Info] Worldspace: Tamriel
[Info] Mod list: DLCShiveringIsles.esp,xuldarkforest.esp,xulStendarrValley.esp,xulTheHeath.esp,XulEntiusGorge.esp,xulFallenleafEverglade.esp,xulColovianHighlands_EV.esp,xulBeachesOfCyrodiilLostCoast.esp,xulBravilBarrowfields.esp,xulLushWoodlands.esp,xulAncientYews.esp,xulAncientRedwoods.esp,xulCloudtopMountains.esp,xulArriusCreek.esp,xulPatch_AY_AC.esp,xulPantherRiver.esp,xulRiverEthe.esp,xulBrenaRiverRavine.esp,xulImperialIsle.esp,xulBlackwoodForest.esp,xulCheydinhalFalls.esp,xulAspenWood.esp,xulSkingradOutskirts.esp,xulSnowdale.esp,xulCliffsOfAnvil.esp,xulSilverfishRiverValley.esp,xulJerallGlacier.esp,xulTheEasternPeaks.esp
****** Go into batch mode ******
[Info] Flag: DLCShiveringIsles.esp
[Info] Flag: xuldarkforest.esp
[Info] Flag: xulStendarrValley.esp
[Info] Flag: xulTheHeath.esp
[Info] Flag: XulEntiusGorge.esp
[Info] Flag: xulFallenleafEverglade.esp
[Info] Flag: xulColovianHighlands_EV.esp
[Info] Flag: xulBeachesOfCyrodiilLostCoast.esp
[Info] Flag: xulBravilBarrowfields.esp
[Info] Flag: xulLushWoodlands.esp
[Info] Flag: xulAncientYews.esp
[Info] Flag: xulAncientRedwoods.esp
[Info] Flag: xulCloudtopMountains.esp
[Info] Flag: xulArriusCreek.esp
[Info] Flag: xulPatch_AY_AC.esp
[Info] Flag: xulPantherRiver.esp
[Info] Flag: xulRiverEthe.esp
[Info] Flag: xulBrenaRiverRavine.esp
[Info] Flag: xulImperialIsle.esp
[Info] Flag: xulBlackwoodForest.esp
[Info] Flag: xulCheydinhalFalls.esp
[Info] Flag: xulAspenWood.esp
[Info] Flag: xulSkingradOutskirts.esp
[Info] Flag: xulSnowdale.esp
[Info] Flag: xulCliffsOfAnvil.esp
[Info] Flag: xulSilverfishRiverValley.esp
[Info] Flag: xulJerallGlacier.esp
[Info] Flag: xulTheEasternPeaks.esp
[Info] Flag tes4qlod not set, skipped [@qlod1 CallTes4qlod -q=1]
[Info] Flag tes4qlod not set, skipped [@qlod2 CallTes4qlod -q=2]
[Info] Flag tes4qlod not set, skipped [@qlod4 CallTes4qlod -q=4]
[Info] Flag makemeshes set, skipped [Exit]
Call Tesannwyn with the following command:
TESAnnwyn.exe -c -p 2 -b 32 -w "Tamriel" "DLCShiveringIsles.esp,xuldarkforest.esp,xulStendarrValley.esp,xulTheHeath.esp,XulEntiusGorge.esp,xulFallenleafEverglade.esp,xulColovianHighlands_EV.esp,xulBeachesOfCyrodiilLostCoast.esp,xulBravilBarrowfields.esp,xulLushWoodlands.esp,xulAncientYews.esp,xulAncientRedwoods.esp,xulCloudtopMountains.esp,xulArriusCreek.esp,xulPatch_AY_AC.esp,xulPantherRiver.esp,xulRiverEthe.esp,xulBrenaRiverRavine.esp,xulImperialIsle.esp,xulBlackwoodForest.esp,xulCheydinhalFalls.esp,xulAspenWood.esp,xulSkingradOutskirts.esp,xulSnowdale.esp,xulCliffsOfAnvil.esp,xulSilverfishRiverValley.esp,xulJerallGlacier.esp,xulTheEasternPeaks.esp"
****************************************************
* TESAnnwyn: A RAW/BMP heightmap importer/exporter *
* for TES3/TES4 Morrowind/Oblivion/Fallout3. *
****************************************************

Looks like a TES4 (Oblivion) file. Assuming you want this exported to an image.
Using a height scale factor of: 1.000000.
Using a height offset value of: 0.

Running TES4 exporter:
Searching DLCShiveringIsles.esp for any cells in the worldspace Tamriel:


Running TES4 exporter:
Searching xuldarkforest.esp for any cells in the worldspace Tamriel:

Found Worldspace: Tamriel - Exporting this Worldspace.
CCLCLCLCLCLCLCLCLCLCCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCL
Running TES4 exporter:
Searching xulStendarrValley.esp for any cells in the worldspace Tamriel:

Found Worldspace: Tamriel - Exporting this Worldspace.
CCLCCLCLCLCLCLCLCLCLCCLCLCLCLCLCLCLCLCL
Running TES4 exporter:
Searching xulTheHeath.esp for any cells in the worldspace Tamriel:

Found Worldspace: Tamriel - Exporting this Worldspace.
CCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCL
Running TES4 exporter:
Searching XulEntiusGorge.esp for any cells in the worldspace Tamriel:

Found Worldspace: Tamriel - Exporting this Worldspace.
CCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCL
Running TES4 exporter:
Searching xulFallenleafEverglade.esp for any cells in the worldspace Tamriel:

Found Worldspace: Tamriel - Exporting this Worldspace.
CCLCLCLCLCLCLCLCLCLCCLCLCLCLCLCLCLCLCLCLCLCLCLCL
Running TES4 exporter:
Searching xulColovianHighlands_EV.esp for any cells in the worldspace Tamriel:

CCCFound Worldspace: Tamriel - Exporting this Worldspace.
CCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCL
Running TES4 exporter:
Searching xulBeachesOfCyrodiilLostCoast.esp for any cells in the worldspace Tamriel:

CCCCCCCFound Worldspace: Tamriel - Exporting this Worldspace.
CCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCL
Running TES4 exporter:
Searching xulBravilBarrowfields.esp for any cells in the worldspace Tamriel:

CCFound Worldspace: Tamriel - Exporting this Worldspace.
CCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCCLCLCLCLCLCLCLCLCLCLCLCCCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCCCLCLCLCLCLCLCCLCL
Running TES4 exporter:
Searching xulLushWoodlands.esp for any cells in the worldspace Tamriel:

Found Worldspace: Tamriel - Exporting this Worldspace.
CLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCCLCLCLCCLCLCLCLCLCLCLCLCLCLCCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCL
Running TES4 exporter:
Searching xulAncientYews.esp for any cells in the worldspace Tamriel:

Found Worldspace: Tamriel - Exporting this Worldspace.
CCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCL
Running TES4 exporter:
Searching xulAncientRedwoods.esp for any cells in the worldspace Tamriel:

Found Worldspace: Tamriel - Exporting this Worldspace.
CCLCLCLCLCLCLCCLCCLCLCLCCCLCLCCCLCLCLCLCLCLCLCLCLCLCLCLCLCLCCLCLCLCLCLCLCLCCLCLCLCLCLCLCLCCLCLCLCLCLCLCLCCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCCLCLCCLCLCLCLCCCCCCCCLCLCCCCLCLCCLCLCCCLCLCLCCLCLCLCLCLCLCLCLCLCLCLCLCLCCLCLCL
Running TES4 exporter:
Searching xulCloudtopMountains.esp for any cells in the worldspace Tamriel:

Found Worldspace: Tamriel - Exporting this Worldspace.
CCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCCLCLCLCCCLCLCLCCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCCLCLCLCLCLCLCLCCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCCLCLCLCLCLCLCL
Running TES4 exporter:
Searching xulArriusCreek.esp for any cells in the worldspace Tamriel:

CCCFound Worldspace: Tamriel - Exporting this Worldspace.
CCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCL
Running TES4 exporter:
Searching xulPatch_AY_AC.esp for any cells in the worldspace Tamriel:

Found Worldspace: Tamriel - Exporting this Worldspace.
CLCLCLCLCLCLCLCLCLCLCLCL
Running TES4 exporter:
Searching xulPantherRiver.esp for any cells in the worldspace Tamriel:

Found Worldspace: Tamriel - Exporting this Worldspace.
CLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCL
Running TES4 exporter:
Searching xulRiverEthe.esp for any cells in the worldspace Tamriel:

CFound Worldspace: Tamriel - Exporting this Worldspace.
CCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCL
Running TES4 exporter:
Searching xulBrenaRiverRavine.esp for any cells in the worldspace Tamriel:

CCCCCCCCCCCCCFound Worldspace: Tamriel - Exporting this Worldspace.
CCLCLCLCLCLCLCCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCCLCCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLFound Worldspace: xulBRRAyleidHallsLyeseli - Ignoring this Worldspace.

Running TES4 exporter:
Searching xulImperialIsle.esp for any cells in the worldspace Tamriel:

Found Worldspace: Tamriel - Exporting this Worldspace.
CCCLCLCLCLCLCLCCCCCLCCLCCCCLCLCLCCCLCLCCCCLCLCLCLCLCLCLCCLCLCLCLCCCLCCCCLCLCCLCLCLCCLCLCLCCCLCLCLCCCCCCCCCCCCCLCCCLCLCCCLCLCCCCLCCCLCLCCCLCL
Running TES4 exporter:
Searching xulBlackwoodForest.esp for any cells in the worldspace Tamriel:

CCCFound Worldspace: Tamriel - Exporting this Worldspace.
CCCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLFound Worldspace: ForsakenHouse - Ignoring this Worldspace.

Running TES4 exporter:
Searching xulCheydinhalFalls.esp for any cells in the worldspace Tamriel:

Found Worldspace: Tamriel - Exporting this Worldspace.
CCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCL
Running TES4 exporter:
Searching xulAspenWood.esp for any cells in the worldspace Tamriel:

CCCCCFound Worldspace: Tamriel - Exporting this Worldspace.
CCLCLCLCCLCLCCLCCLCCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCL
Running TES4 exporter:
Searching xulSkingradOutskirts.esp for any cells in the worldspace Tamriel:

CCCCCCCCCCCCFound Worldspace: Tamriel - Exporting this Worldspace.
CCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCCLCL
Running TES4 exporter:
Searching xulSnowdale.esp for any cells in the worldspace Tamriel:

CCCCCCFound Worldspace: Tamriel - Exporting this Worldspace.
CCLCLCLCCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCCLCLCLCCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCL
Running TES4 exporter:
Searching xulCliffsOfAnvil.esp for any cells in the worldspace Tamriel:

CCCCCCCCCCFound Worldspace: Tamriel - Exporting this Worldspace.
CCCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCCCLCLCLCLCLCLCLCLCLCL
Running TES4 exporter:
Searching xulSilverfishRiverValley.esp for any cells in the worldspace Tamriel:

CFound Worldspace: Tamriel - Exporting this Worldspace.
CCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCL
Running TES4 exporter:
Searching xulJerallGlacier.esp for any cells in the worldspace Tamriel:

CCCFound Worldspace: Tamriel - Exporting this Worldspace.
CCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCL
Running TES4 exporter:
Searching xulTheEasternPeaks.esp for any cells in the worldspace Tamriel:

CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCFound Worldspace: Tamriel - Exporting this Worldspace.
CCLCLCLCLCLCLCLCLCCCCCLCLCCLCLCLCLCLCCCLCLCLCLCCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCCCCLCLCLCLCLCCCLCLCLCLCLCLCLCLCLCLCLCLCLCCCLCLCLCLCLCCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCCLCLCLCLCLCCCLCLCLCCLCCLCLCCLCLCLCLCCLCLCLCLCLCCCCLCLCLCLCLCLCCCCCCCLCCCCCCCCLCLCLCCCCCCLCLCLCCCCLCLCLCCCLCLCLCLCLCLCLCCCCCLCLCLCCCCCCLCLCLCCCCCCLCLCLCCCCCCLCLCLCCCCCCLCLCLCCCCCCLCCCCCCCCLCCCCCCCCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCCCCCCCCCLCLCLCLCLCCCCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCCLCLCLCCCLCCLCLCCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCLCCLCLCLCLCCCCCLCLCCLCCCLCCCCLCCCCCLCCCCCCCLCLCLCLCLCLCCLCLCLCLCLCLCLCLCLCLCLCLCCLCLCLCCCCCCLCLCLCLCLC

Generating BMP of VCLR data: tesannwyn-vclr.bmp ...
Vertex Colour Image file has dimensions: 3776x2816 (24-bit)


Generating new BMP output file: tesannwyn.bmp ...
Image file has dimensions: 3776x2816 (32-bit)


Highest point was 5089 THU (40712 Game Units) = 580.146000 metres [Cell (-19,35)]
Lowest point was -710 THU (-5680 Game Units) = -80.940000 metres [Cell (-56,0)]

Bottom left of image corresponds to cell (-56, -44). This could be useful if you want to re-import.
Completed. The output file is called: tesannwyn.bmp
?****** Tesannwyn finished ******
[Info] x corner: -56
[Info] y corner: -44
****** Reading bmp ******
[Info] Lowest point:-5624, highest point:40712
[Info] The map covers 16 quads
[SetOption] -useshapes
[Info] Flag useshapes not set, skipped [SetOption -useshapes]
[ReadDataFile] 33 vertex points added from data file ini\tes4ll\RumareCoastLine.dat
[ReadDataFile] 38 vertex points added from data file ini\tes4ll\WeyeNorth_FortEmpire.dat
[ReadDataFile] 26 vertex points added from data file ini\tes4ll\WeyeWaynet.dat
[ReadDataFile] 35 vertex points added from data file ini\tes4ll\Weye_FortAsh.dat
[ReadDataFile] 62 vertex points added from data file ini\tes4ll\FortEmpire_Aleswell.dat
[ReadDataFile] 76 vertex points added from data file ini\tes4ll\WayToCheydinhal.dat
[ReadDataFile] 67 vertex points added from data file ini\tes4ll\FortUrasekToBridge.dat
[ReadDataFile] 147 vertex points added from data file ini\tes4ll\FortUrasekToAleswell.dat
[Info] Flag xulRollingHills_EV.esp not set, skipped [ReadDataFile -filename=ini\tes4ll\UL_RollingHills.dat]
[Command] SetGrid: -x=4096 -y=4096
[SetOption] -mindistance=100
[Command] BreakAtGrid: -x=4096 -y=4096 -max=80 -zmin=-200
[Info] 5070 break vertices set
[Info] Flag high_res not set, skipped [SetOption -mindistance=128 ]
[Info] Flag high_res not set, skipped [BreakAtGrid -x=4096 -y=4096 -max=150 -zmin=-200]
[SetOption] -mindistance=256
[Command] Panorama: -x=0 -y=0
[Info] 536 panorama vertices set
[Command] Panorama: -x=38520 -y=46880
[Info] 477 panorama vertices set
[Info] Flag ElsweyrAnequina.esp not set, skipped [Panorama -x=7410 -y=-157980 ]
[SetOption] -mindistance=128
[Command] ContourLine: -x=4096 -y=4096 -z=0 -offsetx=0 -offsety=0
[Command] ContourLine, 1440 vertices set
[Command] ContourLine: -x=512 -y=512 -z=100 -offsetx=0 -offsety=0 -findmax
[Command] ContourLine, 15440 vertices set
[Command] ContourLine: -x=512 -y=512 -z=-100 -offsetx=256 -offsety=256 -findmin
[Command] ContourLine, 13644 vertices set
[SetOption] -mindistance=256
[Command] Filter: -n=4
[Info] Array '1st order derivative, x-direction' has 32 bit floats
[Info] Array '1st order derivative, y-direction' has 32 bit floats
[Info] Array '2nd order derivative, x-direction' has 32 bit floats
[Info] Array '2nd order derivative, y-direction' has 32 bit floats
[Command] Filter [done]
[Algorithm] AlgFirstOrder: -add=0.2 -multiply=0
[Algorithm] AlgSecondOrder: -add=0.5 -multiply=0
[Algorithm] AlgPeakfinder: -add=0 -multiply=1 -lowest=4000 -radius=4096 -scanradius=8192 -minval=0.2 -maxval=1
[Info] AlgPeakFinder identified 1607 peaks
[Algorithm] AlgSecondOrder: -add=0 -multiply=1
[Algorithm] AlgLayer: -add=0 -multiply=1 -lowest=-999999 -highest=-300 -minval=1 -maxval=0
[Info] Flag mid_res not set, skipped [SetMaxVerticesPerQuad -n=10000 ]
[Info] Flag high_res not set, skipped [SetOption -mindistance=200 ]
[Info] Flag high_res not set, skipped [SetMaxVerticesPerQuad -n=13000 ]
[SetOption] -mindistance=200
[Command] SetMaxVerticesPerQuad: -n=18000
[Info] Current quad: x=-2,y=-2
[Info] Vertices left to be placed: 17712
[Info] Partly filled quad: vertices reduced to: 4981
[Warning] This quad seems to be empty, skipped after 0 vertices
[Info] Current quad: x=-2,y=-1
[Info] Vertices left to be placed: 15885
[Info] Partly filled quad: vertices reduced to: 11913
[Warning] Mesh is too dense: quad aborted after 459 vertices
[Info] Current quad: x=-2,y=0
[Info] Vertices left to be placed: 13680
[Info] Partly filled quad: vertices reduced to: 10260
[1000]
[Warning] Mesh is too dense: quad aborted after 1593 vertices
[Info] Current quad: x=-2,y=1
[Info] Vertices left to be placed: 17688
[Info] Partly filled quad: vertices reduced to: 4974
[Warning] This quad seems to be empty, skipped after 0 vertices
[Info] Current quad: x=-1,y=-2
[Info] Vertices left to be placed: 17616
[Info] Partly filled quad: vertices reduced to: 6606
[Warning] This quad seems to be empty, skipped after 0 vertices
[Info] Current quad: x=-1,y=-1
[Info] Vertices left to be placed: 16075
[Warning] Mesh is too dense: quad aborted after 594 vertices
[Info] Current quad: x=-1,y=0
[Info] Vertices left to be placed: 11020
[1000]
[2000]
[3000]
[4000]
[Warning] Mesh is too dense: quad aborted after 4286 vertices
[Info] Current quad: x=-1,y=1
[Info] Vertices left to be placed: 16308
[Info] Partly filled quad: vertices reduced to: 6115
[1000]
[Warning] Mesh is too dense: quad aborted after 1424 vertices
[Info] Current quad: x=0,y=-2
[Info] Vertices left to be placed: 16967
[Info] Partly filled quad: vertices reduced to: 6362
[Warning] Mesh is too dense: quad aborted after 716 vertices
[Info] Current quad: x=0,y=-1
[Info] Vertices left to be placed: 12914
[1000]
[Warning] Mesh is too dense: quad aborted after 1470 vertices
[Info] Current quad: x=0,y=0
[Info] Vertices left to be placed: 11352
[1000]
[2000]
[Warning] Mesh is too dense: quad aborted after 2816 vertices
[Info] Current quad: x=0,y=1
[Info] Vertices left to be placed: 14195
[Info] Partly filled quad: vertices reduced to: 5323
[1000]
[2000]
[3000]
[Warning] Mesh is too dense: quad aborted after 3348 vertices
[Info] Current quad: x=1,y=-2
[Info] Vertices left to be placed: 17444
[Info] Partly filled quad: vertices reduced to: 6132
[Warning] Mesh is too dense: quad aborted after 128 vertices
[Info] Current quad: x=1,y=-1
[Info] Vertices left to be placed: 10741
[Info] Partly filled quad: vertices reduced to: 10069
[1000]
[2000]
[Warning] Mesh is too dense: quad aborted after 2878 vertices
[Info] Current quad: x=1,y=0
[Info] Vertices left to be placed: 13511
[Info] Partly filled quad: vertices reduced to: 12666
[1000]
[2000]
[Warning] Mesh is too dense: quad aborted after 2991 vertices
[Info] Current quad: x=1,y=1
[Info] Vertices left to be placed: 17213
[Info] Partly filled quad: vertices reduced to: 6051
[Warning] Mesh is too dense: quad aborted after 357 vertices
[Command] Start Delaunay triangulation
[Info] Number of vertices forwarded to Delaunay algorithm: 70739
[Info] Call Triangle algorithm
(written by by J. R. Shewchuk, see README)
Constructing Delaunay triangulation by divide-and-conquer method.
Adding Steiner points to enforce quality.

Writing vertices.
Writing triangles.
Writing Voronoi vertices.
Writing Voronoi edges.

Statistics:

Input vertices: 70739

Mesh vertices: 70739
Mesh triangles: 141063
Mesh edges: 211801
Mesh exterior boundary edges: 413

[Info] Number of triangles in entire worldspace: 141063
[Command] DivideGrid: -x=4096 -y=4096
[Command] DivideGrid [done]
[Info] The (shape-based) mesh e:\game\Bethesda Softworks\Oblivion\\Data\Meshes\Landscape\LOD\60.-64.-64.32.nif has 576 triangles and 325 vertices
[Info] The (shape-based) mesh e:\game\Bethesda Softworks\Oblivion\\Data\Meshes\Landscape\LOD\60.-64.-32.32.nif has 6664 triangles and 3402 vertices
[Info] The (shape-based) mesh e:\game\Bethesda Softworks\Oblivion\\Data\Meshes\Landscape\LOD\60.-64.00.32.nif has 16433 triangles and 8336 vertices
[Info] The (shape-based) mesh e:\game\Bethesda Softworks\Oblivion\\Data\Meshes\Landscape\LOD\60.-64.32.32.nif has 576 triangles and 325 vertices
[Info] The (shape-based) mesh e:\game\Bethesda Softworks\Oblivion\\Data\Meshes\Landscape\LOD\60.-32.-64.32.nif has 768 triangles and 429 vertices
[Info] The (shape-based) mesh e:\game\Bethesda Softworks\Oblivion\\Data\Meshes\Landscape\LOD\60.-32.-32.32.nif has 6759 triangles and 3485 vertices
[Warning] Triangle with two equal points (maybe a very small one) -> removed
4859:13335:13335
-31232:82112
-31240:81920
-31240:81920
[Warning] Triangle with two equal points (maybe a very small one) -> removed
4865:13336:13336
-30720:82112
-30750:81920
-30750:81920
[Warning] Triangle with two equal points (maybe a very small one) -> removed
4871:13330:13330
-30208:82112
-30259:81920
-30259:81920
[Warning] Triangle with two equal points (maybe a very small one) -> removed
6881:13337:13337
-30464:82112
-30505:81920
-30505:81920
[Warning] Triangle with two equal points (maybe a very small one) -> removed
4948:13338:13338
-23552:82112
-23561:81920
-23561:81920
[Warning] Triangle with two equal points (maybe a very small one) -> removed
17402:112:17402
0:94156
-93:94153
0:94156
[Warning] Triangle with two equal points (maybe a very small one) -> removed
17400:113:17400
0:94363
-129:94377
0:94363
[Info] The (shape-based) mesh e:\game\Bethesda Softworks\Oblivion\\Data\Meshes\Landscape\LOD\60.-32.00.32.nif has 34441 triangles and 17431 vertices
[Info] The (shape-based) mesh e:\game\Bethesda Softworks\Oblivion\\Data\Meshes\Landscape\LOD\60.-32.32.32.nif has 8861 triangles and 4521 vertices
[Info] The (shape-based) mesh e:\game\Bethesda Softworks\Oblivion\\Data\Meshes\Landscape\LOD\60.00.-64.32.nif has 4762 triangles and 2440 vertices
[Info] The (shape-based) mesh e:\game\Bethesda Softworks\Oblivion\\Data\Meshes\Landscape\LOD\60.00.-32.32.nif has 17988 triangles and 9141 vertices
[Warning] Triangle with two equal points (maybe a very small one) -> removed
3073:13444:13444
73920:62976
73728:62967
73728:62967
[Info] The (shape-based) mesh e:\game\Bethesda Softworks\Oblivion\\Data\Meshes\Landscape\LOD\60.00.00.32.nif has 28991 triangles and 14778 vertices
[Info] The (shape-based) mesh e:\game\Bethesda Softworks\Oblivion\\Data\Meshes\Landscape\LOD\60.00.32.32.nif has 21611 triangles and 11007 vertices
[Info] The (shape-based) mesh e:\game\Bethesda Softworks\Oblivion\\Data\Meshes\Landscape\LOD\60.32.-64.32.nif has 1769 triangles and 941 vertices
[Info] The (shape-based) mesh e:\game\Bethesda Softworks\Oblivion\\Data\Meshes\Landscape\LOD\60.32.-32.32.nif has 30021 triangles and 15193 vertices
[Info] The (shape-based) mesh e:\game\Bethesda Softworks\Oblivion\\Data\Meshes\Landscape\LOD\60.32.00.32.nif has 21669 triangles and 11034 vertices
[Info] The (shape-based) mesh e:\game\Bethesda Softworks\Oblivion\\Data\Meshes\Landscape\LOD\60.32.32.32.nif has 3026 triangles and 1604 vertices
****** Batch loop done ******
[Info] File size is 42532918 bytes
[Info] Image size = 3776 x 2816
[Info] Bits per pixel is 32
Processing ended: 2011/11/27 上午 12:42:49
Duration: 00:02:19.9030020

User avatar
Natasha Biss
 
Posts: 3491
Joined: Mon Jul 10, 2006 8:47 am

Post » Wed Dec 14, 2011 11:24 am

@amnes:

In your mod list, I don't see Oblivion.esm.

This is confirmed by the heightmap, where the UL parts are visible only
User avatar
Bee Baby
 
Posts: 3450
Joined: Sun Jun 18, 2006 4:47 am

Post » Wed Dec 14, 2011 8:50 pm

I have to say, I always use TES4LLShell, which is much more comfortable. It can also help to solve your problem below.

Curiously the generation went without a hitch using Tes4LLShell, didn't have to remove All Natural esm. Looking great in-game. :foodndrink:
User avatar
Tamara Primo
 
Posts: 3483
Joined: Fri Jul 28, 2006 7:15 am

Post » Wed Dec 14, 2011 7:31 pm

@amnes:

In your mod list, I don't see Oblivion.esm.

This is confirmed by the heightmap, where the UL parts are visible only


Thanks, I activate Oblivion.esm and it's much better now.
By the way, there is still a yellow block at left bottom,
http://imageshack.us/photo/my-images/403/tesannwyn.jpg/

is it correct?
User avatar
Marina Leigh
 
Posts: 3339
Joined: Wed Jun 21, 2006 7:59 pm

Post » Wed Dec 14, 2011 6:16 am

By the way, there is still a yellow block at left bottom,
http://imageshack.us/photo/my-images/403/tesannwyn.jpg/

This is fine, it is Valenwood, which is missing in Vanilla
User avatar
Nienna garcia
 
Posts: 3407
Joined: Wed Apr 25, 2007 3:23 am

Post » Wed Dec 14, 2011 1:55 pm

This is fine, it is Valenwood, which is missing in Vanilla


I see.

Finally I can successfully generate LOD by myself, thanks a lot!
User avatar
Christie Mitchell
 
Posts: 3389
Joined: Mon Nov 27, 2006 10:44 pm

Post » Wed Dec 14, 2011 8:14 pm

Dear gruftikus (and anyone who knows for that matter),

This is my first time trying to alter anything having to do with distant LOD or VWD, and this new utility looks wonderful (those peaks!!! :drool: ). I am having a hard time figuring out which utilities I should use and in what order. Any suggestions? I am currently looking over TES4ll with SHELL, RAEVWD, and TES4LODGen, as well as the subsidiary utilities to make these run. (Am I missing anything?)

I am also trying to clear some things up for myself. I read the readme that came with your utility and it seemed to me that the purpose of TES4qLOD is to create LOD textures from my installed texture replacers. Is this (basically) correct? And if so, does it also create textures that would be applied to VWD meshes such as those added by RAEVWD?

I am also wondering if I need to use TES4qLOD to create textures prior to using your utility or will it access that program and perform the necessary conversions itself? (The qLOD readme reads like my old C++ textbook and I'm really hoping I won't have to go to that much trouble; not sure it would be worth it.)
User avatar
Daniel Lozano
 
Posts: 3452
Joined: Fri Aug 24, 2007 7:42 am

Post » Wed Dec 14, 2011 6:47 pm

This is my first time trying to alter anything having to do with distant LOD or VWD, and this new utility looks wonderful (those peaks!!! :drool: ). I am having a hard time figuring out which utilities I should use and in what order. Any suggestions? I am currently looking over TES4ll with SHELL, RAEVWD, and TES4LODGen, as well as the subsidiary utilities to make these run. (Am I missing anything?)

The order does not play a role. TES4LODGen generates only the meshes for the statics (but not the landscape), one file per cell. This overwrites \DistantLOD (I think that the textures are somehow packed with these files)

Tes4ll write the landscape meshes, these go into \Meshes\Landscape\LOD, it is one nif file per quad.

Tes4qlod is able to generate the textures for the landscape meshes, which are dds-files, to be installed in \Textures\landscapelod\generated\

I am also wondering if I need to use TES4qLOD to create textures prior to using your utility or will it access that program and perform the necessary conversions itself? (The qLOD readme reads like my old C++ textbook and I'm really hoping I won't have to go to that much trouble; not sure it would be worth it.)

You don't have to read it so deeply (as long as you don't have custom textures), if you use the tes4llshell, and you have the tes4qlod executable and its directory tes4qlod_tex moved into the tes4llshell working directory, you can select the tes4qlod option. The only thing is that one has to move the textures in the proper path.

Just to avoid confusion: tes4qlod is also able to generate the statuc lod meshes, like TES4LODGen, but I think to use the tool for that purpose is out of date (in fact I never tried it). Lightwave, some time ago, had the idea to use the static lods to store the landscape lods as well (so one per cell, with higher resolution), but the game engine didn't allowed that. Therefore this project was abandoned.
User avatar
Arnold Wet
 
Posts: 3353
Joined: Fri Jul 07, 2006 10:32 am

Post » Wed Dec 14, 2011 5:21 pm

Ninja'd by the master. Now-worthless explanatory info deleted.

-Decrepit-
User avatar
GPMG
 
Posts: 3507
Joined: Sat Sep 15, 2007 10:55 am

Post » Wed Dec 14, 2011 6:46 pm

Not only is he succinct, he is prompt. Thanks for clearing things up for me. Unfortunately, I am using custom textures; maybe I'll fool with qLOD some other time. For now, it's time to press on; my new build is finally nearing completion!
User avatar
Pants
 
Posts: 3440
Joined: Tue Jun 27, 2006 4:34 am

Post » Wed Dec 14, 2011 8:38 pm

Not only is he succinct, he is prompt. Thanks for clearing things up for me. Unfortunately, I am using custom textures; maybe I'll fool with qLOD some other time. For now, it's time to press on; my new build is finally nearing completion!


TES4ll (with SHELL) mainly generates meshes for distant land while TES4LODGen (with RAEVWD) mainly generates meshes for distant architectures, so TES4LODGen and TES4ll don't conflict and you don't need to worry about the order.

It doesn't matter whether you use custom textures or not. Though TES4ll (with SHELL) can generate textures as well, the function is optional and can be disabled by deactivating a check box when you run the SHELL.
User avatar
Marcin Tomkow
 
Posts: 3399
Joined: Sun Aug 05, 2007 12:31 pm

Post » Wed Dec 14, 2011 9:07 pm

Could this tool be used to generate stuff for non-Tamriel worldspaces? (Shivering Isles, Windfall, Elsweyr-Anequina, Vvardenfell etc)
User avatar
meg knight
 
Posts: 3463
Joined: Wed Nov 29, 2006 4:20 am

Post » Wed Dec 14, 2011 6:57 am

The order does not play a role. TES4LODGen generates only the meshes for the statics (but not the landscape), one file per cell. This overwrites \DistantLOD (I think that the textures are somehow packed with these files)

Just to avoid confusion: tes4qlod is also able to generate the statuc lod meshes, like TES4LODGen, but I think to use the tool for that purpose is out of date (in fact I never tried it). Lightwave, some time ago, had the idea to use the static lods to store the landscape lods as well (so one per cell, with higher resolution), but the game engine didn't allowed that. Therefore this project was abandoned.


TES4ll (with SHELL) mainly generates meshes for distant land while TES4LODGen (with RAEVWD) mainly generates meshes for distant architectures, so TES4LODGen and TES4ll don't conflict and you don't need to worry about the order.

It doesn't matter whether you use custom textures or not. Though TES4ll (with SHELL) can generate textures as well, the function is optional and can be disabled by deactivating a check box when you run the SHELL.


Actually TES4LODGen doesn't generate any meshes at all. It generates the files found in the DistantLOD folder, which handles the display of distant objects (buildings, trees, rocks, anything which has a _far mesh in the Data folder). TES4LODGen sets what is visible when distant, it does not create meshes.
User avatar
Bad News Rogers
 
Posts: 3356
Joined: Fri Sep 08, 2006 8:37 am

Post » Wed Dec 14, 2011 7:50 am

Could this tool be used to generate stuff for non-Tamriel worldspaces? (Shivering Isles, Windfall, Elsweyr-Anequina, Vvardenfell etc)


Yes, of course (in fact I prepared it already for http://www.tesnexus.com/downloads/file.php?id=40549#content). You have to add a flag in the Windows bat file, like I did it here:
tes4ll -t -b ini\tes4ll\DibellasWatch.batch -f "wallremover,ultimate,nicer_mountains,overwritelods" -w "DibellasWatch" -l "DibellasWatch.esm,DibellasWatchAdditions.esp"

(the command must go in one line)

-w is the flag which tells Tesannwyn to seek for a different worldspace

with -l you can specify the mod list, if needed.

In the tes4ll batch file, one has to change the id of the world space:

SetOption -worldspace=4781446

btw. these 2 examples are packed within the tes4ll-archive. Maybe you can take it as a template and do some copy-and-paste

PS: the files of Auryga disappeared from tesnexus, so also TES4LLShell. As a consequence, I have to create my own GUI. But I have to learn first a little bit about Windows GUI programming. So it can take some days... or weeks...
User avatar
Floor Punch
 
Posts: 3568
Joined: Tue May 29, 2007 7:18 am

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