When should I (can I?) regenerate new worldspace LOD?

Post » Tue Feb 11, 2014 2:02 am

Hi.

Because I don't know anything about 3D programming it would be too time-consuming for me to learn and try to create new worldspace in some other programs than SCK. But making new, big worldspace from scratches in SCK with landscape editor is a kind of hardcoe too;)

That's why I decided to save some time and use already done worldspace- I found few of them at Skyrim Nexus in modders resources. I choose to use Akavir world by olegkagirinai: http://www.nexusmods.com/skyrim/mods/44151/? He used Oscape to create LOD for it.

It's a big 4096x4096, so at the beginning I had problem with using it in SCK-but I made esm from it and esp file to make changes in that worldspace and its working.

So now I have big worldspace to play with, but I wanted to make some changes in terrain-new mountains,valleys. Of course for them there isn't LOD , so I can see only when I approach to them.

Today I tried to do a kind of Grand Canyon- I used Landscape Editor in SCK and begin to dig in original Akavir landmass. I made some holes and then use flatten options to make some tunels in original terrain.

But when I saved it and went to the game I have 2 level- I see originall level remains (f.e. at height 10000), butt it has no collison -when I go to it, I fall through it to my new, second level at f.e.8000 height.

Why the original, Akavir level remains- maybe because it was created in Geocontrol2,another program?

I thought I can simple regenerate LOD to the new state- I use World-World LOD-my worldspace, baseground and hit Generate. After 1 hour it succeded-but it generated in Meshes-Terrain new folder "Scratch" about 370 MB...

When I went to game , the original lanspace level was regenerated... I used TCL command to see, if my second level is under- yes, it is, but unavailable- when I tried to jump there using tcl second time, I was "teleported" at higher, original terrain level...Why?

here are my questions?

1.Can I, in general - convert this original Akavir world with Landscape editor? Or I can only paint textures, place objects like mountains,cliffs,etc at the existing landmasses, with no height changes in it?

2.Or maybe I should build new terrain, landmasses only UP, by adding some new mountains (and creating Grand Canyon that way), not digging under existing terrain masses?

3. And basic question- when should I regenerate LOD?

You know- It wan't be nice to spend few months creating places, placing tousands of objects and realizing at the end that I cannot create properly working LODs for anything- for terrain, textures, objects and trees.

Did you regenerate LOD for your months f.e. every month to see, if everything looks allright or did you created anything and struggled with LODs at the end?

At the end- sorry for my pidgin English, as you probably gen up, it's not my native language;)

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Soku Nyorah
 
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Post » Tue Feb 11, 2014 12:01 am

You can make terrain changes up, down, it doesn't matter. Paint textures, do whatever you want! I personally regenerate my world's LOD on a usually monthly basis, sometimes more, sometimes less. Just be careful that you don't save after generating LOD. Instead, save before you generate LOD, generate, then close the CK without saving and reopen it if you want to continue working on it. There's always the chance that it can corrupt your cell height values, as it did to https://dl.dropboxusercontent.com/u/7481262/2014-02-07_00001.jpg a few days ago.

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adam holden
 
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Post » Mon Feb 10, 2014 11:34 pm

Thank you Elijah.

And what did you do when it corrupted cell height values- generated again, till it works good?

And what should I use to regenerating terrain LOD- is using option World- Generate LOD ok? Do you know why it made so big 370MB "Scratch" folder? How do you do this?

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Jenna Fields
 
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Post » Tue Feb 11, 2014 1:56 am

No, I had to restore a backup from 12 hours prior, meaning I lost those 12 hours of work. If it corrupts said data, there's no fixing it, as far as I know. :(

I've always used the CK's LOD generator, it's worked great for Ethas. The Scratch folder is created when generating terrain meshes, and I believe it is used during generation to hold landscape data. It should be removed afterwards, if it's not, you can always clear it in the CK using the "Clear Scratch Files" button in the LOD menu.

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Yvonne
 
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Post » Tue Feb 11, 2014 3:40 am

It's lot quicker using Oscape for the meshes. The CK makes a mesh for every single cell and places it in the scratch folder. It then joins four of these together and places these in the scratch folder as well. This can takes a very long time.

Oscape skips these first two steps. The meshes are better as well.

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cassy
 
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Post » Mon Feb 10, 2014 11:50 pm

Here are some pics:

1)above my head- original, grey terrain (created in Geocontrol). Default textures(= original level )terrain are about 2 meters up

at the bottom- my new, second level, unfortunatelu inaccessible wihou TLC command...;/

http://i58.tinypic.com/1rub60.jpg

2)original terrain (from Geocontrol?I didn't seen anything like that when using only Landscape Editor in SCK)

http://i62.tinypic.com/5a5abl.jpg

3) on my new created level, unfortunately under original terrain and its default terrain textures

http://i57.tinypic.com/15mmg0g.jpg

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des lynam
 
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