Difference between revisions of "Generate High resolution LOD textures"

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imported>Blade9722
imported>Blade9722
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= Generate Local Maps for LODs=
= Generate Local Maps for LODs=


Open your mod in the CS, in the renderer window press shift+C making only landscape visible *.
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.
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.
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= Miscellaneous =
= Miscellaneous =


* Actually, all what is visible in the render window, apart from some markers, will be put in the map. By pressing shift+C you will obtain textures like Zacharot "no rocks". If you want a full control on what is visible you'll have generate custom Oblivion base BSAs, in which you put only what you like to see.
(*) Actually, all what is visible in the render window, apart from some markers, will be put in the map. By pressing shift+C you will obtain textures like Zacharot "no rocks". If you want a full control on what is visible you'll have generate custom Oblivion base BSAs, in which you put only what you like to see.
 
* CS will generate maps only for the walkable area, everything outside it will appear flat green or corrupted, even if it's a part of the map clearly visible from walkable area. My suggestion is to retrieve this missing parts of map from Vanilla LODs textures and, after properly resizing it, cut and paste into the new generated textures.
Anonymous user

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