Difference between revisions of "Generate High resolution LOD textures"
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1] Create a folder named c:\obwrk | 1] Create a folder named c:\obwrk | ||
2] Create a 256x256 black tga picture and save it as Base.tga in C:\obwrk | 2] Create a 256x256 black tga picture and save it as Base.tga in C:\obwrk | ||
3] Now in c:\obwrk create a batch file named basegen.bat and insert this code: | 3] Now in c:\obwrk create a batch file named basegen.bat and insert this code: | ||
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for /L %%a in (-65,1,63) do for /L %%b in (-64,1,64) do copy /b .\base.tga .\"Tamriel."%%a"."%%b".tga" | |||
for /L %%a in (-65,1,63) do for /L %%b in (0,1,9) do move /y .\"Tamriel."%%a"."%%b".tga" .\"Tamriel."%%a".0"%%b".tga" | |||
for /L %%a in (0,1,9) do for /L %%b in (-64,1,64) do move /y .\"Tamriel."%%a"."%%b".tga" .\"Tamriel.0"%%a"."%%b".tga" | |||
for /L %%a in (0,1,9) do for /L %%b in (0,1,9) do move /y .\"Tamriel.0"%%a"."%%b".tga" .\"Tamriel.0"%%a".0"%%b".tga" | |||
for /L %%a in (0,1,9) do for /L %%b in (0,1,9) do move /y .\"Tamriel."%%a".0"%%b".tga" .\"Tamriel.0"%%a".0"%%b".tga" | |||
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Revision as of 06:51, 28 January 2007
--Blade9722 06:30, 28 January 2007 (EST)
Generate Local Maps for LODs
Open your mod in the CS, in the renderer window press shift+C making only landscape visible *.
In the world menu select the "Create Local Maps" field. Choose "Tamriel" World space, and "All cells" if you want to generate all Maps in a single strike.
However the CS systematically crashes if you commit too much maps to be generated, altough it seems being hardware dependent (probably somewhat related to out-of-memory errors).
At this point my recommendation is to split the work generating maps for a single LOD a time.
Simply use the NW Cell, Cell coordinates to define the box you want to be generated.
of course, for a single LOD the coordinates you need to supply are:
If you need the 60.XX.YY.32.dds LOD
NW CELL : XX,YY+31 SE CELL : XX+31,YY
For proper alignment, the python script needs an additional row and column, so :
NW CELL : XX-1,YY+32 SE CELL : XX+31,YY
By splitting the generation into smaller parts CS won't crash.
Here are the settings for the IC Quad LOD (60.00.00.32.dds)
Once you have finished the process, check your [Oblivion path]\textures\maps folder if all files have been correctly generated.
Prepare working directory
1] Create a folder named c:\obwrk
2] Create a 256x256 black tga picture and save it as Base.tga in C:\obwrk
3] Now in c:\obwrk create a batch file named basegen.bat and insert this code:
for /L %%a in (-65,1,63) do for /L %%b in (-64,1,64) do copy /b .\base.tga .\"Tamriel."%%a"."%%b".tga"
for /L %%a in (-65,1,63) do for /L %%b in (0,1,9) do move /y .\"Tamriel."%%a"."%%b".tga" .\"Tamriel."%%a".0"%%b".tga"
for /L %%a in (0,1,9) do for /L %%b in (-64,1,64) do move /y .\"Tamriel."%%a"."%%b".tga" .\"Tamriel.0"%%a"."%%b".tga"
for /L %%a in (0,1,9) do for /L %%b in (0,1,9) do move /y .\"Tamriel.0"%%a"."%%b".tga" .\"Tamriel.0"%%a".0"%%b".tga"
for /L %%a in (0,1,9) do for /L %%b in (0,1,9) do move /y .\"Tamriel."%%a".0"%%b".tga" .\"Tamriel.0"%%a".0"%%b".tga"
Assemble maps
aa
Miscellaneous
aa -- qq -- aa
-- zz --