Difference between revisions of "Landscape LOD Tutorial"

38 bytes removed ,  11:39, 1 July 2008
imported>Kienjakenobi
imported>Kienjakenobi
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==Creating the LOD Meshes==
==Creating the LOD Meshes==
In the heightmap editor window, go to the '''File''' menu and select '''Generate LOD'''. There are two LOD generation options, which vary only in generation speed and accuracy. They are Quick Prototype and Full and are less accurate but faster, and more accurate but slower, respectively. Depending on the speed of your computer, generating the LOD meshes can take a long time (on my AMD 4400+ dual core it takes ca 20 minutes) . Be patient, your computer has most likely NOT frozen, although it may look like that!
In the Heightmap Editor window, go to '''File''' --> '''Generate LOD'''. There are two LOD generation options. Quick Prototype is less accurate but takes less time to generate while Full is more accurate and slower. Depending on the speed of your computer, generating the LOD meshes can take a long time.  On my AMD 4400+ dual core it took me about 20 minutes to generate the meshes for my worldspace. Be patient, your computer has most likely NOT frozen although it may look like that!
This step creates the actual model for the distant terrain, which is stored as a .nif file just as any other 3D object in the game. It also generates the normal maps for the terrain. These are saved as .DDS format files, with an _FN suffix in the file name and will be saved in \data\textures\landscapelod\generated\.
 
This step created the actual models for the distant terrain, which is stored as a .nif file in \Data\Meshes\Landscape\LOD. It also generated the normal maps for the terrain. These are saved as .DDS format files with an _FN suffix in the file name and are saved in \Data\Textures\landscapelod\Generated\.


==Creating LOD diffuse maps==
==Creating LOD diffuse maps==
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