Tree LOD BTT files – Finding a solution to wall of trees 32

Post » Sun Sep 14, 2014 4:25 am

You are a true wizard elinen !

Keep up your genius work !
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Jesus Duran
 
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Post » Sun Sep 14, 2014 5:27 pm

Thanks for reminding me, I had forgotten about scaling and rotaion. Scaling yes, it seams to 16 bytes dedicated to the scale. With rotation I can't find any patterns yet, but I will do more tests.
Turned out negative coordinates was really easy, the first bite is a 0 for positive and a 1 for negative.
Spending Alan Turings 100 birthday looking at binary numbers, is there any other way to celebrate /smile.png' class='bbc_emoticon' alt=':smile:' />
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Gavin boyce
 
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Post » Sun Sep 14, 2014 1:48 pm


Are they rotated in the LOD at all? I wouldn't be surprised if they aren't.
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Becky Palmer
 
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Post » Sun Sep 14, 2014 4:19 pm

Just checked, they're definitely rotated.
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Sunny Under
 
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Post » Sun Sep 14, 2014 5:29 am

is there any news on this?
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Vickytoria Vasquez
 
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Post » Sun Sep 14, 2014 4:17 pm

ShadeMe told me a short while ago that he still intends to fix this bug. I don't know when though.
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Rinceoir
 
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Post » Sun Sep 14, 2014 8:25 am

That's good. Will spend some more time with this and see if we can figure some more things out, hopfully that will help him. There is a lot of numbers the CK makes differently compared to the origial btt files for say tamriel. One of the questions is of course if they are important.
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Sista Sila
 
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Post » Sun Sep 14, 2014 1:39 pm

I don`t really understand this bug at all? What does it mean, no proper tree LOD above cell 32... is this Engine related? I guess no. Is it a limitation inside the CK? Broken due the reason that large worldspace mods are not really welcome by the devs?

Does the Tree LOD need to write a new Atlas in the Source Folder, which it does not, but Object LOD does?

.ESM writes clean tree LOD but over the 32 cell it simply generate no LOD at all, .ESP always will generate the Wall of Tree Bug.

So this grinded my Project to a halt (my Worldspace should be covered 60% with trees, so this is a farce without working LOD)

... sorry for bad English
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Amy Melissa
 
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Post » Sun Sep 14, 2014 7:00 am

Well you can't make tree lods for Tamriel either, some parts of this worldspace is out side the cell 32 limit as well. It looks like the CK rounds down the coordinates, there are some bytes it will just not use, which results in this problem. There are some other things, like scale and group it does weirdly as well, but that part at least seems to work OK.

We made some breakthrough today on how scale workes. I'll tell more about it later, with all the gory numerical and technical details /smile.png' class='bbc_emoticon' alt=':)' />
Also found out that rotated trees don't have rotated tree lods. The CK sets a rotated tree to full lod automatically, but if I unclick that, the lod is straight.
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Hannah Whitlock
 
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Post » Sun Sep 14, 2014 3:39 am

but how the heck did the devs, this out of cell 32 in Tamriel tree LOD, if they used the CK to build the Skyrim worldspace?

Looking forward for more information about your progress /foodndrink.gif' class='bbc_emoticon' alt=':foodndrink:' />
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NAtIVe GOddess
 
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Post » Sun Sep 14, 2014 4:59 pm


We don't have the same CK build as the devs, whatever they may claim. Some parts are disabled, removed or changed. For some features this is a necessity because not all software is owned by Bethesda but licensed to them instead, so they simply don't have the rights to release it to the public. Bugs like this one really make you wonder though, it is very, very strange that this happens to us but not to Bethesda. Code of the LOD generator must have been changed/broken for this to occur, and I find it hard to imagine how this could have happened by accident to only our build. I'm pretty sure the LOD generator is written by the Bethesda devs themselves, I don't think any related code had to be removed because of licensing. If there was, whole features of the thing should not work. But everything does work, we just receive what appear to be code bugs...

Then again, I'm not an expert on the matter, just using logic and common knowledge.
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Nathan Barker
 
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Post » Sun Sep 14, 2014 1:04 pm

I created a fresh .ESP, placed 4000 trees in it with the Region Editor above cell 32, merged this ESP via Version Control in my mods Master file. Restarted the CK load ONLY the new generated ESM, generate Tree LOD, and voila the LOD generates just fine without the wall of trees which I have if I created the LOD out of the ESP file, so it seems tree LOD from a single ESM file just works fine.

Can somebody too confirm this?

Edit: still no luck, it created the wall just in other coordinates /frown.gif' class='bbc_emoticon' alt=':(' />
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kasia
 
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Post » Sun Sep 14, 2014 5:35 pm


Interesting, how does the BTT file look?
Could you upload that esm and the BTT files somewhere so I could see the data?
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Carlos Vazquez
 
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Post » Sun Sep 14, 2014 10:43 am

I deleted this mess, but Im sure I can reproduce it .. but Im a little busy this weekend, but after it I will upload those files.

Edit: now the Region Editor begins to kick my ass... placing trees with it, saving esp. -> load game, kick to desktop. Modding this Game on a larger scale is no fun at all /frown.gif' class='bbc_emoticon' alt=':(' />
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ezra
 
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Post » Sun Sep 14, 2014 2:32 pm

Well after lots of testing on trying (and failing) to figure out what the last unknown values are used for, it looks like they can be set to 0 and tree lods still work, and that is good news /smile.png' class='bbc_emoticon' alt=':)' />
We also know the relation between LST and BTT files, so now we can by hand create working tree lods without the CK. Next step is of course to make a program that can finds and read tree data from an esp/esm, and write the BTT and LST files for us.
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Caroline flitcroft
 
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Post » Sun Sep 14, 2014 3:56 pm

Great work elinen! Sadly programming such an application is well beyond my skills... I hope someone else can do it!
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KiiSsez jdgaf Benzler
 
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Post » Sun Sep 14, 2014 8:41 am

Sadly programing is beyond my skill set too. Geggakloss is looking in to the TesVSnip code to see if some of that could be used for extracting the tree data. If anyone else wants to help out, please pm me.
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Agnieszka Bak
 
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Post » Sun Sep 14, 2014 9:47 am

Great news! Unfortunately I can't be of much assistance, but I wish you the best of luck.
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Romy Welsch
 
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Post » Sun Sep 14, 2014 2:25 pm

Any luck on finding a programmer? It would be a shame for your hard work not to be put to use.
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OJY
 
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Post » Sun Sep 14, 2014 5:34 pm

So that's not yet resolved?
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Jinx Sykes
 
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Post » Sun Sep 14, 2014 12:12 pm

I'm afraid no.
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Tracy Byworth
 
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Post » Sun Sep 14, 2014 12:47 pm

Well my landscape is 128 x 128 but my island is located actually from center in the radius of a 32 so is like a 64x64 dimension .. perhaps I shoudl be free mostly from this bug I guess?
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Jesus Duran
 
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Post » Sun Sep 14, 2014 9:39 am

You should be fine then.
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Shannon Marie Jones
 
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Post » Sun Sep 14, 2014 6:14 am

Java is not my line of work. http://www.uesp.net/wiki/Tes5Mod:Modding
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Alkira rose Nankivell
 
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Post » Sun Sep 14, 2014 12:19 pm

Its odd that the bugs such as the havok issues outside of a certain land size and trees being limited in the same way exist when neither of those issues are down to third party tools being removed. As Maegfaer highlights, it's a coincidence and a half really! My personal belief is that with all the external lands made with Oblivion, the vastness of some of them etc, it must have become something of a threat to Bethesda who in fairness to them, do spend a lot of money making new lands and regions of TES. Imagine releasing Skyrim and then getting to work on another region only to find that the vast sums of money spent on it do nothing more than turn out what modders have already created! Ok Bethesda have the money and expertise and can add things we cant, but modders have substantial numbers that dwarf the Bethesda team and there are some rather adept program writers etc in the modding community that can do things that Bethesda probably have not foreseen on occasion. Hamstringing the CK in some ways is probably financial sense. Slow the modders down by years!

Personally, I dropped Skyrim long ago as a modding platform. Great game, no good for me for modding though.
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Mandy Muir
 
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