[RELz] Landscape LOD generator tes4ll

Post » Wed Dec 14, 2011 6:41 am

Overview

Tes4ll creates new and individual high-resolution landscape meshes including all the additional changes added by the mods which one has installed. This done by using a bitmap containing the landscape heightmap (internally it calls tesannwyn to get the heightmap) to the landscape LOD meshes.

To use this tool, one has different choices:
  • A one-click method on one of the prepared windows bat-file (the quick-start version),
  • you can use Aurygas Tes4LLShell (recommended),
  • or download one of the pregenerated meshes (not recommended)

In addition to that, it has a script which allows to configure the behavior of vertex setting and calculation completely, up to the placement of single vertices. If you interested, read the full manual.

Motivation

In Oblivion, the LOD meshes can be replaced quad-by-quad only. If one has a lot of landscape changes (like UL), the following problems may appear:
  • The quad meshes do not fit at their borders, because they were created independently
  • "Wall-like" steps between the normal grid and the LOD meshes
  • Floating objects (trees, buildings)

Features of the executable tes4ll

  • To generate the LODs, tes4ll triangulates the entire worldspace in one single step. The single quads are created and written based on this complete triangulation. This avoids ugly "steps" in the far landscape.
  • tes4ll uses an irregular mesh pattern, whereas the edges of the triangles from the CS are oriented in multiples of 45 degrees.
  • tes4ll is completely configurable by the user by adapting a batch script
  • Single vertex points can be self-defined to avoid gaps, floating trees, etc., wherever you want.
  • Contour lines can be added
  • Several algorithms can be used to define individual vertex points density functions:
  • First and second order derivatives (i.e. based on the slope and the curvature of the heightmap)
  • A peak finder for better mountains
  • Enhanced/reduced density based on the absolute height
  • The number of vertices per quad can be chosen. Depending on the system, a larger or lower number of vertices can be defined.
  • For debugging and better visibility nif files with textures and ps files can be produced.

Usage

Start one of the Windows-bat-files by double clicking on it.
At the moment, 3 versions are supported:
  • "tes4ll_midres.bat" -> "Mid resolution", 10000 vertex points (leads to 20% more triangles as Vanilla)
  • "tes4ll_highres.bat" -> "High resolution", 13000 vertex points (leads to 80% more triangles as Vanilla)
  • "tes4ll_ultimate.bat" -> "Ultimate resolution", 18000 vertex points, and a very detailed wall remover (something for high-end graphics cards)

This overwrites your LOD files (hey, did you made a backup?). Your mod list is taken into account. The batch file is written such, that optional parts are automatically included (e.g. a viewpoint in Corinthe and additional vertices for UL Rolling hills around the farm)

If you want to use a GUI with more options, please take a look at http://www.tesnexus.com/downloads/file.php?id=40822 (strongly recommended). Also in this case, you can select one of the above-mentioned resolutions, and a lot more options. Tes4LLShell reads the tes4ll-batch configuration, so it will be always up-to-date with newer tes4ll versions.

Compatibility

The tool is compatible with TES4LODGen (which replaces only the static meshes) as well as tes4qlod.

By definition, tes4ll is compatible with all mods which change landscapes.

At present, the meshes created with tes4ll are not (yet) compatible with the new LLOD system of OBGE. This is not because I don't want to support LLOD, but because I have to implement a multi-LOD system into tes4ll.

Download

http://www.tesnexus.com/downloads/file.php?id=40549
User avatar
Emma
 
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Post » Wed Dec 14, 2011 2:13 pm

Thanks! Really great addition!

One question though:

Does it work with Under the sign of the dragon - Tamriel Heightmaps?

Thanks for your work :)
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Ashley Tamen
 
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Post » Wed Dec 14, 2011 10:27 am

Does it work with Under the sign of the dragon - Tamriel Heightmaps?


Let me try it... Thanks to Aurygas shell I can do it now. Last time I tried it the memory consumption of the complete Tamriel Heightmap was close to the 3GB limit of a 32bit program. Maybe I should compile a 64bit version.
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cheryl wright
 
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Post » Wed Dec 14, 2011 4:38 pm

I used this together with Aurygas Tes4LLShell, and the result is very pleasing

Before I had several landscape tears, not to mention floating buildings and trees, but after using this utility everything is placed correctly

I should probably get a picture or something to show the great results

Also, is it just me or is the shape itself of the mountains improved, seems more what should I call it? Mountainish?
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Dean Brown
 
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Post » Wed Dec 14, 2011 3:48 pm

Yup, TES4ll has features to improve the look of mountains.

By the way, even the mid-res LOD is an incredible improvement over vanilla's ultra-low-res default. On par with Fallout 3's LOD landscape, if I may say so. And that's just the mid-res.

Great job. ;)
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Eileen Müller
 
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Post » Wed Dec 14, 2011 4:49 pm

Forgive my ignorance, besides adding high definition lod how is this different from TES4LODGen?
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Poetic Vice
 
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Post » Wed Dec 14, 2011 9:32 pm

It produces landscape LOD files instead of object files. It also creates the meshes themselves.
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Lillian Cawfield
 
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Post » Wed Dec 14, 2011 8:05 am

Which one do I run first or does it matter?
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Kelly Upshall
 
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Post » Wed Dec 14, 2011 11:56 am

I'd run TES4LODGen afterwards, myself. But I honestly don't think it matters that much since that is mainly for objects and this is for landscape.
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Invasion's
 
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Post » Wed Dec 14, 2011 9:24 pm

I would like to see some pics please.

thank you


Nevermind
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Cameron Wood
 
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Post » Wed Dec 14, 2011 10:14 pm

This looks awesome. What's the performance hit, if any?

Oh, and should I run it every time I add/remove mods that have LODs, like I do TES4LODGen?
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Ally Chimienti
 
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Post » Wed Dec 14, 2011 6:22 am

Mid-res has no performance hit at all.

High-res I don't know, but likely minimal.

Then on when to run it, I'd only do it when I install a mod that makes significant landscape changes (a UL for example). You don't need to re-generate for every single addition like with LODGen.
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Dawn Porter
 
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Post » Wed Dec 14, 2011 12:27 pm

Utlimate resolution - God's gift to Oblivion. That is all.
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Sanctum
 
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Post » Wed Dec 14, 2011 9:27 am

I remember the OP did a thread about doing this lod tool and I remember there was some pessimism about this undertaking. I thought even if the OP did it, it will probably take some time to release it. Boy, the TOOL is here. I've always admired people who create mods and even more so the modders who create utilities. I won't be surprise if this tool gets into the top 10 at Nexus.
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Neko Jenny
 
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Post » Wed Dec 14, 2011 7:16 pm

Got home and used the updated utilities to generate new 'ultimate' meshes. The Walls of Land problem that I still encountered using previous versions is solved. Oblivion looks incredible now. Outstanding work!
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Life long Observer
 
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Post » Wed Dec 14, 2011 5:31 pm

I tried it out and ran around a bit. Looks beautiful combined with RAEVWD. You should run TES4LODGen afterward - if you don't, you won't see the water. :)
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x_JeNnY_x
 
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Post » Wed Dec 14, 2011 7:06 am

Let me try it... Thanks to Aurygas shell I can do it now. Last time I tried it the memory consumption of the complete Tamriel Heightmap was close to the 3GB limit of a 32bit program. Maybe I should compile a 64bit version.

Please do. My gaming PC died a couple of weeks ago, so my new one has 8GB and could benefit from this :)
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Shianne Donato
 
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Post » Wed Dec 14, 2011 12:26 pm

Utlimate resolution - God's gift to Oblivion. That is all.


Does your graphic card share this opinion ?
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suniti
 
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Post » Wed Dec 14, 2011 3:44 pm

It does. :) I haven't noticed any drop in performance as a result of using it.
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CRuzIta LUVz grlz
 
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Post » Wed Dec 14, 2011 1:58 pm

It does. :) I haven't noticed any drop in performance as a result of using it.


I have to be honest, if anything I'm getting less stutter in the change from close to far, I'm wondering if Tes4ll actually builds better meshes that the engine finds easier to process.
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James Potter
 
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Post » Wed Dec 14, 2011 9:28 pm

I have to be honest, if anything I'm getting less stutter in the change from close to far, I'm wondering if Tes4ll actually builds better meshes that the engine finds easier to process.


Like this kind of magic. Grabbing and installing.
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Kat Lehmann
 
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Post » Wed Dec 14, 2011 9:59 pm

Hi Gruftikus!
I must do it: Thanks :bowdown: , thanks :bowdown: , thanks :bowdown: and thanks again. You just made one of my http://www.gamesas.com/index.php?/topic/1046403-relz-really-aevwd-thread-5/page__view__findpost__p__15682400 concerns of Oblivion (floating trees/objects) just "puff!!" away of existence!
And also, must say that a GTX 460 loved to work with your ultimate resolution (by this I mean no loses or additional stutter - but I'm not using UL's this time).
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JeSsy ArEllano
 
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Post » Wed Dec 14, 2011 8:40 am

This has fixed all the problems I had from using tes4lodgen in combination with RAEVWD and the UL mods. No more floating rocks/building in the far distance, and a much nicer skyline to boot. I haven't yet noticed any impact in performance using the mid-res batch, though I'll need to play-test a bit more before I can say much on that topic.

Absolutely brilliant.

Edit: some http://i.imgur.com/YrZ9O.jpg http://i.imgur.com/DLYC2.jpg and http://i.imgur.com/OjECY.jpg examples of fixed troublespots for the curious.
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Mistress trades Melissa
 
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Post » Wed Dec 14, 2011 9:35 am

Downloaded and installed. Ran the ultimate batch file but it got stuck on EVE Shivering Isles Easter Eggs (clothing replacer mod). Closed and removed. Installed in the shell option.

Ran the ultimate resolution, chose all active mods. Did not work, gott error about too much (or something to that effect).

Re-ran and only actibated mods I though had distanLOD files (including ULs). ran to compketion. Had a few warnings in a few lines. Process finished and looked very good in the game.

So my question is should I only select mods I know have distandlod files? Is there an easy way to find which mods that would be?
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carley moss
 
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Post » Wed Dec 14, 2011 1:32 pm

1. Hot feedback
No performance hit. Any. Ultimate , GTX 460 (overlocked a bit) , 1920x1080.
Absolutely brilliant mod !!
2. Questions
- Used bat method. Some meshes was not changed and existed in landscape\lod folder . Should be ?
- I would like get back to enchanted vegetation. Should I run the process again after ?
edited: stupid question . Don't answer please.
- Does anybody "pyffi" it ?

Anyway
Thank you Gruftikus much. Excellent work . Another good reason to be at Oblivion to first patch of Skyrim will be born. I will try at least :)
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Chris Cross Cabaret Man
 
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