Difference between revisions of "Generate High resolution LOD textures"

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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 (*).
Activate your mod in the Construction Set and load one of the exterior locations related to your mod in the render window.  Press Shift+C to make 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 CS menu, go to World --> "Create Local Maps." Choose the exterior world space that corresponds to your mod. If your mod modifies the appearance of the Tamriel world space, just choose "Tamriel." Selecting "All cells" will generate maps for the
entire worldspace, which is very memory intensive and will cause CS to crash if you do not have enough memory.


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).
If this becomes the case, you will need to split the work into one LOD at a time.


At this point my recommendation is to split the work generating maps for a single LOD a time.
In the "Create Local Maps" window, use the NW Cell, Cell coordinates to define the area you want to be generated.


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:
 
of course, for a single LOD the coordinates you need to supply are:


If you need the 60.XX.YY.32.dds LOD
If you need the 60.XX.YY.32.dds LOD
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[[Image:cs_map_generator.jpg]]
[[Image:cs_map_generator.jpg]]


Once you have finished the process, check your [Oblivion path]\textures\maps folder if all files have been correctly generated.
Once you have finished the process, check your [Oblivion path]\textures\maps folder to make sure that all files have been correctly generated.


= Prepare working directory =
= Prepare working directory =


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. In c:\obwrk create a batch file named basegen.bat and insert this code:


<tt>
<tt>
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</tt>
</tt>


Double click it. This will copy base.tga lots of times, generating lots of Tamriel.xx.yy.tga files. This because often not all the maps are generated by the CS (i.e. boundary is not exactly stopping at multiple of 32 cells), and the python assembly script will stop if it don't find a required file.
Double click the .bat. This will make thousands of copies of base.tga, generating lots of Tamriel.xx.yy.tga files. This is because CS does not always generate all the maps (i.e. boundary is not exactly stopping at multiple of 32 cells) and having a file in place for every single map will be necessary for one of our below steps.


= Assemble maps =
= Assemble maps =


At this point you can follow Ghanburighan procedure [[LOD texture fix script]], starting from point 4), using this python script instead:
At this point you can follow Ghanburighan's procedure [[LOD texture fix script]] with the following changes:
 
1. First download the files in the "What you Need" heading of Ghanburghan's procedure
 
2. Then start at point number four under "Walkthrough," except you will want to point the input folder of the .dds converter to the place where the local maps were stored (Oblivion\Data\textures\maps\*Mod name*).  The output folder should remain at C:\obwrk, which will overwrite some of the blank .tga's we just produced. 
 
3. When you get to step 5 where you use Python, use the code below instead of the code provided by Ghanburghan:  


<pre>
<pre>
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</pre>
</pre>


At the prompt, type the coordinates of the LOD you want to be generated (i.e 0 32 for 60.00.32.32.dds.
At the prompt, type the coordinates of the LOD you want to be generated. Example: Coordinates 0,32 for 60.00.32.32.dds. (The x coordinate is the middle left number while the y coordinate is the middle right number of the produced LOD texture)


This will generate a full 7712x7712 resolution LOD, whic you can donwsize to 4096x4096 or 2048x2048 and save as .dds
This will generate a full 7712x7712 resolution LOD which you can decrease in size to 4096x4096 or 2048x2048 and save as .dds


= Miscellaneous =
= Notes =


(*) 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.
(*) Everything that you set as visible in the render window before generating the local maps will be put into the maps. By pressing shift+C you will obtain textures like Zacharot "no rocks," which contain no buildings. If you want full control on what is visible you will have generate custom Oblivion base BSA's and put put only what you want to see into those BSA's.


* 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.
* 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.


[[Category:Solutions]]
[[Category:Solutions]]
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