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