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Ethatron

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Posts posted by Ethatron

  1. It's better just to make pieces of one big tool-chain. For example seperate creation from generation tools, front-end (GUI) from back-end (file-formats). Then it's not that ambitious. I started programming with the CBash lately and I think if people (programmers) realize how quick they can do the really complex stuff ... a "custom" CS is not that pipe-dream if you build on the existing frameworks.

  2. Sorry, should have reported that too: Gruftikus' tool is working perfectly fine now. As my game PC is up and running again, I can generate the whole Tamriel LOD now whitout problems. Except the time, last's some hours, but results are gorgeous.

    Some hours, damn ... :D

    Then I don't want to know how long it would take to render all 4 mesh-resolutions required for LLOD.

    Anyway I would like to try out that OBGE thing too. Already tried Liquid Water some time ago, but only managed to let all water disappear back then :(. Which might have had other reasons, had some bad settings in my Oblivion.ini that let the game crash quite often too. After I've fixed that in the mean time, I wanted to try OBGE v3 and Liquid Water again anyway, any hint for a good installation guide? Edit: should have tried it first, this setup's are perfect, no need for any guide, thanks a lot!

    You're welcome. Enjoy it. :)

  3. An update: gruftikus told me that tes4ll is a 32bit program and that the bitmap is loaded 5 times into memory. My bitmap based on Onra's "Full Tamriel" Worldspace is about 400MB big, so can't be handled in the usual 2GB RAM of a 32bit prog. I patched tes4ll with CFE Explorer http://www.tesnexus.com/downloads/file.php?id=32405 to use 3GB, and now much more happened. Couldn't let it complete, as it uses lot of my Laptops resources, and I have to do some "real" work now ... hope I'm able to set it up later again ...

    You can install (then copy out and uninstall if you don't want it) LLOD from here https://code.google.com/p/oblivion-graphics-extender/downloads/list for the TWMP-map with meshes and normal-maps and color-maps in various sizes.

  4. Hy;

    while generating cells for the new LOD I'm using for the upcoming far-far LOD system (teaaassee! :P ) I saw a lot of cells have weird colorings/elements which I can not interprete. Markers are off of course, maybe the shots are not the best:

    http://paradice-insight.us/stuff/oblivion/60.29.25.256.png

    http://paradice-insight.us/stuff/oblivion/60.11.1.256.png

    Okay, I identified:

    1) red dots

    2) rose blobs (these are some sort of compex arrows from near)

    3) green "things"

    4) yellow boxes and huge yellow outlines (exactly 1 cell in size)

    5) orange boxes and huge yellow outlines (exactly 1 cell in size)

    6) yellow-orange boxes (dashed)

    So, what's that? Some yellow boxes are on the exact locations of walls ... like here:

    http://paradice-insight.us/stuff/oblivion/60.13.13.256.png

    And here are the knows corruptions ... they only occur here with TWMP_SummerSet, so I fear it's systemic ... anyway to get rid of it?

    http://paradice-insight.us/stuff/oblivion/60.-125.-95.256.png

    Thanks

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