Difference between revisions of "User talk:TheMagician"

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I'm curious : What did you mod in Half Life 2 ?<br>
I'm curious : What did you mod in Half Life 2 ?<br>
[[User:Shademe|shadeMe]] <sup>[[User_talk:Shademe|<span style="font-family: Oblivion, Daedric Runes; size=2;">TALK</span>]]</sup> 17:16, 8 August 2009 (EDT)
[[User:Shademe|shadeMe]] <sup>[[User_talk:Shademe|<span style="font-family: Oblivion, Daedric Runes; size=2;">TALK</span>]]</sup> 17:16, 8 August 2009 (EDT)
:Not much. I never really got past basic interior level design and making custom textures. I think I got a couple of models successfully in the game via XSI Mod Tool (like a box and a table), but I was just learning all of this stuff back then.
:I started a couple of mods but I never really got around to figuring out how to make new NPCs. The coding was a little too intense for someone who barely knows their abc's in C++. I bought Oblivion around this time and it wasn't long before I switched over to modding for it. [[User:TheMagician|TheMagician]] 20:53, 8 August 2009 (EDT)
== Corrupted LOD ==
I'm guessing this is where I'm meant to respond...
Anyway, no, I haven't been deleting the previous meshes... I guess that could possibly be a faster way around the issue. Basically, the entire LOD mesh gets corrupted if I run it a second time in the TESCS. The ground has huge holes in it all over the world. Is that what deleting the previous LOD meshes fixes (leaving them there and reopening the TESCS also works in that case)?
:You can reply in your own talk page as well. That will keep the discussion to a single page. We'll continue it here for convenience. :)
:The problem you're describing sounds more like the 'holes' caused by errors appearing at the corners of the quads when you save the heightmap. This is a known bug in the CS. You can read about it [[http://cs.elderscrolls.com/constwiki/index.php/Heightmap_Editing#Notes here]] under Mesh Errors. That's not caused by the LOD generation process. If the land mesh is missing in loaded cells, then this is likely the problem. The only example I can think of where LOD is missing after generation is the LOD water planes in the cells immediately adjacent to the last edited cells at the border of your worldspace. These can be fixed by making a small edit in these cells (eg. raising the land a little).
:If you're missing actual LOD meshes (seen in the distance) try deleting the LOD meshes you made on the last run before generating them again. Afaik, the CS will only generate LOD meshes that are missing, though I could be wrong about that. In any case, I haven't had any problem generating meshes more than once as long as I delete the old ones first. [[User:TheMagician|TheMagician]] 21:06, 2 June 2010 (EDT)

Latest revision as of 20:06, 2 June 2010

Source Modding[edit source]

I'm curious : What did you mod in Half Life 2 ?
shadeMe TALK 17:16, 8 August 2009 (EDT)

Not much. I never really got past basic interior level design and making custom textures. I think I got a couple of models successfully in the game via XSI Mod Tool (like a box and a table), but I was just learning all of this stuff back then.
I started a couple of mods but I never really got around to figuring out how to make new NPCs. The coding was a little too intense for someone who barely knows their abc's in C++. I bought Oblivion around this time and it wasn't long before I switched over to modding for it. TheMagician 20:53, 8 August 2009 (EDT)


Corrupted LOD[edit source]

I'm guessing this is where I'm meant to respond...

Anyway, no, I haven't been deleting the previous meshes... I guess that could possibly be a faster way around the issue. Basically, the entire LOD mesh gets corrupted if I run it a second time in the TESCS. The ground has huge holes in it all over the world. Is that what deleting the previous LOD meshes fixes (leaving them there and reopening the TESCS also works in that case)?

You can reply in your own talk page as well. That will keep the discussion to a single page. We'll continue it here for convenience. :)
The problem you're describing sounds more like the 'holes' caused by errors appearing at the corners of the quads when you save the heightmap. This is a known bug in the CS. You can read about it [here] under Mesh Errors. That's not caused by the LOD generation process. If the land mesh is missing in loaded cells, then this is likely the problem. The only example I can think of where LOD is missing after generation is the LOD water planes in the cells immediately adjacent to the last edited cells at the border of your worldspace. These can be fixed by making a small edit in these cells (eg. raising the land a little).
If you're missing actual LOD meshes (seen in the distance) try deleting the LOD meshes you made on the last run before generating them again. Afaik, the CS will only generate LOD meshes that are missing, though I could be wrong about that. In any case, I haven't had any problem generating meshes more than once as long as I delete the old ones first. TheMagician 21:06, 2 June 2010 (EDT)