Landscape LOD generator tes4ll [Thread #2]

Post » Mon Jun 03, 2013 6:36 pm

Continuation of http://www.gamesas.com/topic/1252948-relz-landscape-lod-generator-tes4ll/.

Overview

Tes4ll creates new and individual high-resolution landscape meshes including all the additional changes added by the mods which one has installed. Tes4ll (since v4) includes also TES4qLOD to generate the color maps. Tes4ll can also create normal maps.

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 http://www.tesnexus.com/downloads/file.php?id=41447 (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=40822http://www.tesnexus.com/downloads/file.php?id=41447(strongly recommended). Also in this case, you can select one of the above-mentioned resolutions, and a lot more options. MPGUI 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.

Download

http://www.tesnexus.com/downloads/file.php?id=40549

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