» Sun Sep 14, 2014 11:57 am
The CK adds them to an index in a LST file. Anything that is considered a TREE record can have an *_lod_flat.nif. The index in the LST is the "type ID" in the BTT file. The LOD flat nifs are easy to make, just by copying an existing one, scaling it to the width and height of the full-res tree, and then modifying the UV data of the flat NIF. This could all be done in NifSkope if necessary, but importing and exporting between Max is probably easier. If you are using all new trees you will need to create the treelod.dds atlas in textures\terrain\\trees, or if you are adding existing you need to expand the existing tamrieltreelod.dds by doubling its height and width, sticking the existing atlas in one quadrant, and you now have 3/4ths of a blank atlas to use. You will need to edit the UV data for all 34 vanilla tree LODs however.
If that sounds like a lot of work, I guess it is... I am actually overhauling the LOD atlas as we speak, with more of the vanilla tree types, including shrubs, grass etc. I'm starting with the highest ref counts and working my way down. The LOD is much improved already. I will be releasing this as a mod / modder's resource eventually, though other modders will have to work together to use the same common LOD atlas, if they want to share new tree types. If it's for a specific worldspace, then any risk of collisions is not an issue since each worldspace can have its own tree atlas.
To actually take pictures of the new trees, you can re-render them in high quality in Max. For example here is my re-rendered Aspen atlas (which are TRULY awful looking in vanilla):
http://imgur.com/a/Fecsj#0