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LOD Meshes and exact localization on the map


Nico coiN

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Ah, so low-poly LOD meshes can be created from full meshes automatically then? That's what I was curious about. I don't really know anything about all of this, it just sounded weird that this was possible to be automated.

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No. Low-poly LOD meshes for all separate objects you want to see from distance must already exists. It's them that DynDOLOD will enable/disable. DynDOLOD only avoids the creation of a bunch of huge .bto files. Here's what's in a .bto file (Markarth, untextured for better visibility) :

 

Markarth%20LOD.jpg

 

As you see, .bto files merge ALL existing low-poly separate objects. So... what happens if you change the huge tower from Dibella's temple into a giant Telvanni mushroom tower ? ---> The game will render the existing LOD (Dibella's tower) from distance. You have 2 solutions :

 

-rebuild this .bto file from within the CK.  :sick: 

An atrocious voodoo ritual requiring the use of external tools, the extraction of numerous specific objects meshes and textures, their placement in very specific folders, their conversion to .png files, various CK crashes and atlas generation...  :facepalm:

-use DynDOLOD

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Ah ok, so these LOD generator projects basically only work with vanilla assets then? Guess I was thinking too revolutionary.

And then mods like Grieche's SDO only replace the vanilla LODs, right?

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Ah ok, so these LOD generator projects basically only work with vanilla assets then? Guess I was thinking too revolutionary.

This is supposed to work with any assets, at the condition that the associated low-poly meshes do already exist.

And then mods like Grieche's SDO only replace the vanilla LODs, right?

Right.

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  • 2 months later...
  • 7 months later...

Are these anything that need to be worried about when using the process outlined on the CK once all your files are installed?

 

The following issues were detected during the build process:
Vertex count: The LOD object named 'FarmLonghouse01_LOD:0' is too complex for level 0 (2256 vertices; limit is 2048).  Simplify this object if possible, especially if it is used multiple times.

Vertex count: The LOD object named 'SCastle_LOD:0' is too complex for level 0 (2421 vertices; limit is 2048).  Simplify this object if possible, especially if it is used multiple times.

Vertex count: The LOD object named 'WRCastleMainBuilding01LOD_LOD:0' is too complex for level 0 (2346 vertices; limit is 2048).  Simplify this object if possible, especially if it is used multiple times.

Vertex count: The LOD object named 'WHValunstrad_LOD:0' is too complex for level 0 (2149 vertices; limit is 2048).  Simplify this object if possible, especially if it is used multiple times.

Vertex count: The LOD object named 'MrkCityLandscapeLOD_LOD:2' is too complex for level 1 (1393 vertices; limit is 1024).  Simplify this object if possible, especially if it is used multiple times.

Vertex count: The LOD object named 'MrkCastleLOD_LOD:1' is too complex for level 1 (1218 vertices; limit is 1024).  Simplify this object if possible, especially if it is used multiple times.

Vertex count: The LOD object named 'Inn01_LOD:0' is too complex for level 1 (1632 vertices; limit is 1024).  Simplify this object if possible, especially if it is used multiple times.

PRIORITY: Vertex count: The LOD object named 'FarmLonghouse01_LOD:0' is MUCH too complex for level 1 (2256 vertices; limit is 1024).  Simplify this object if possible, especially if it is used multiple times.

Vertex count: The LOD object named 'HighHrothgarEntrance01_Lod:0' is too complex for level 1 (1908 vertices; limit is 1024).  Simplify this object if possible, especially if it is used multiple times.

Vertex count: The LOD object named 'WRHouseWind02LOD_LOD:0' is too complex for level 1 (1151 vertices; limit is 1024).  Simplify this object if possible, especially if it is used multiple times.

Vertex count: The LOD object named 'WRPlainsDistrictTerrainLOD_LOD:22' is too complex for level 1 (1052 vertices; limit is 1024).  Simplify this object if possible, especially if it is used multiple times.

Vertex count: The LOD object named 'WRHouseStables01_LOD:2' is too complex for level 1 (1058 vertices; limit is 1024).  Simplify this object if possible, especially if it is used multiple times.

Vertex count: The LOD object named 'SMainGate_LOD:0' is too complex for level 1 (1062 vertices; limit is 1024).  Simplify this object if possible, especially if it is used multiple times.

PRIORITY: Vertex count: The LOD object named 'WRCastleMainBuilding01LOD_LOD:0' is MUCH too complex for level 1 (2346 vertices; limit is 1024).  Simplify this object if possible, especially if it is used multiple times.

PRIORITY: Vertex count: The LOD object named 'SCastle_LOD:0' is MUCH too complex for level 1 (2421 vertices; limit is 1024).  Simplify this object if possible, especially if it is used multiple times.

PRIORITY: Vertex count: The LOD object named 'WHValunstrad_LOD:0' is MUCH too complex for level 1 (2149 vertices; limit is 1024).  Simplify this object if possible, especially if it is used multiple times.

Vertex count: The LOD object named 'WinterholdExtEntRing01_LOD:0' is too complex for level 1 (2045 vertices; limit is 1024).  Simplify this object if possible, especially if it is used multiple times.

Vertex count: The LOD object named 'WinterholdExtTower01_LOD:0' is too complex for level 1 (1603 vertices; limit is 1024).  Simplify this object if possible, especially if it is used multiple times.

Vertex count: The LOD object named 'WinterholdExtBridge01_LOD:0' is too complex for level 1 (1420 vertices; limit is 1024).  Simplify this object if possible, especially if it is used multiple times.

Vertex count: The LOD object named 'Windhelmbridge_LOD:0' is too complex for level 1 (1604 vertices; limit is 1024).  Simplify this object if possible, especially if it is used multiple times.

Vertex count: The LOD object named 'WHpalace_LOD:0' is too complex for level 1 (1524 vertices; limit is 1024).  Simplify this object if possible, especially if it is used multiple times.

PRIORITY: Vertex count: The LOD object named 'MrkCityLandscapeLOD_LOD:2' is MUCH too complex for level 2 (1393 vertices; limit is 512).  Simplify this object if possible, especially if it is used multiple times.

Vertex count: The LOD object named 'MrkCityLandscapeLOD_LOD:1' is too complex for level 2 (689 vertices; limit is 512).  Simplify this object if possible, especially if it is used multiple times.

Vertex count: The LOD object named 'MrkCityLandscapeLOD_LOD:0' is too complex for level 2 (600 vertices; limit is 512).  Simplify this object if possible, especially if it is used multiple times.

Vertex count: The LOD object named 'MrkFrontWallMain02Ext_LOD:1' is too complex for level 2 (977 vertices; limit is 512).  Simplify this object if possible, especially if it is used multiple times.

Vertex count: The LOD object named 'MrkFrontWallMain02Ext_LOD:0' is too complex for level 2 (864 vertices; limit is 512).  Simplify this object if possible, especially if it is used multiple times.

Vertex count: The LOD object named 'MrkHousingPlayersLOD_LOD:2' is too complex for level 2 (516 vertices; limit is 512).  Simplify this object if possible, especially if it is used multiple times.

Vertex count: The LOD object named 'MrkCastleLOD_LOD:2' is too complex for level 2 (601 vertices; limit is 512).  Simplify this object if possible, especially if it is used multiple times.

PRIORITY: Vertex count: The LOD object named 'MrkCastleLOD_LOD:1' is MUCH too complex for level 2 (1218 vertices; limit is 512).  Simplify this object if possible, especially if it is used multiple times.

Vertex count: The LOD object named 'MrkCastleLOD_LOD:0' is too complex for level 2 (603 vertices; limit is 512).  Simplify this object if possible, especially if it is used multiple times.

Vertex count: The LOD object named 'NorTempleExterior01_LOD03:0' is too complex for level 2 (534 vertices; limit is 512).  Simplify this object if possible, especially if it is used multiple times.

PRIORITY: Vertex count: The LOD object named 'HighHrothgarEntrance01_Lod_2:0' is MUCH too complex for level 2 (1370 vertices; limit is 512).  Simplify this object if possible, especially if it is used multiple times.

Vertex count: The LOD object named 'WRHouseMeaderyWarehouse01_LOD_2:1' is too complex for level 2 (516 vertices; limit is 512).  Simplify this object if possible, especially if it is used multiple times.

Vertex count: The LOD object named 'WRHouseMeadery01_LOD_2:0' is too complex for level 2 (948 vertices; limit is 512).  Simplify this object if possible, especially if it is used multiple times.

Vertex count: The LOD object named 'WRWindDistrictTerrainLOD_LOD_2:22' is too complex for level 2 (667 vertices; limit is 512).  Simplify this object if possible, especially if it is used multiple times.

Vertex count: The LOD object named 'WRJorvaskr01LOD_LOD_2:0' is too complex for level 2 (850 vertices; limit is 512).  Simplify this object if possible, especially if it is used multiple times.

Vertex count: The LOD object named 'WRTempleOfK01LOD_LOD_2:0' is too complex for level 2 (638 vertices; limit is 512).  Simplify this object if possible, especially if it is used multiple times.

Vertex count: The LOD object named 'WRPlainsDistrictTerrainLOD_LOD_2:22' is too complex for level 2 (808 vertices; limit is 512).  Simplify this object if possible, especially if it is used multiple times.

Vertex count: The LOD object named 'WRWallGateDrawBridge01_LOD_2:0' is too complex for level 2 (663 vertices; limit is 512).  Simplify this object if possible, especially if it is used multiple times.

Vertex count: The LOD object named 'WRHouseStables01_LOD_2:0' is too complex for level 2 (820 vertices; limit is 512).  Simplify this object if possible, especially if it is used multiple times.

Vertex count: The LOD object named 'SBluePalace_LOD:1' is too complex for level 2 (536 vertices; limit is 512).  Simplify this object if possible, especially if it is used multiple times.

Vertex count: The LOD object named 'SBluePalace_LOD:0' is too complex for level 2 (622 vertices; limit is 512).  Simplify this object if possible, especially if it is used multiple times.

Vertex count: The LOD object named 'SCastleWall05_LOD:0' is too complex for level 2 (795 vertices; limit is 512).  Simplify this object if possible, especially if it is used multiple times.

Vertex count: The LOD object named 'SolitudeBase_LOD:3' is too complex for level 2 (625 vertices; limit is 512).  Simplify this object if possible, especially if it is used multiple times.

Vertex count: The LOD object named 'SNineDivine_LOD_2:3' is too complex for level 2 (678 vertices; limit is 512).  Simplify this object if possible, especially if it is used multiple times.

Vertex count: The LOD object named 'SNineDivine_LOD_2:0' is too complex for level 2 (521 vertices; limit is 512).  Simplify this object if possible, especially if it is used multiple times.

PRIORITY: Vertex count: The LOD object named 'SCastle_LOD_2:0' is MUCH too complex for level 2 (1200 vertices; limit is 512).  Simplify this object if possible, especially if it is used multiple times.

Vertex count: The LOD object named 'SWindMill_LOD:0' is too complex for level 2 (637 vertices; limit is 512).  Simplify this object if possible, especially if it is used multiple times.

Vertex count: The LOD object named 'SCastleWall01_LOD:0' is too complex for level 2 (789 vertices; limit is 512).  Simplify this object if possible, especially if it is used multiple times.

Vertex count: The LOD object named 'WRCastleMainBuilding01LOD_LOD_2:0' is too complex for level 2 (546 vertices; limit is 512).  Simplify this object if possible, especially if it is used multiple times.

PRIORITY: Vertex count: The LOD object named 'SMainGate_LOD:0' is MUCH too complex for level 2 (1062 vertices; limit is 512).  Simplify this object if possible, especially if it is used multiple times.

Vertex count: The LOD object named 'DragonBridge01_LOD:45' is too complex for level 2 (857 vertices; limit is 512).  Simplify this object if possible, especially if it is used multiple times.

PRIORITY: Vertex count: The LOD object named 'WHValunstrad_LOD:0' is MUCH too complex for level 2 (2149 vertices; limit is 512).  Simplify this object if possible, especially if it is used multiple times.

PRIORITY: Vertex count: The LOD object named 'WinterholdExtEntRing01_LOD:0' is MUCH too complex for level 2 (2045 vertices; limit is 512).  Simplify this object if possible, especially if it is used multiple times.

PRIORITY: Vertex count: The LOD object named 'WinterholdExtTower01_LOD:0' is MUCH too complex for level 2 (1603 vertices; limit is 512).  Simplify this object if possible, especially if it is used multiple times.

PRIORITY: Vertex count: The LOD object named 'WinterholdExtBridge01_LOD:0' is MUCH too complex for level 2 (1420 vertices; limit is 512).  Simplify this object if possible, especially if it is used multiple times.

Vertex count: The LOD object named 'WHdocks1_LOD:0' is too complex for level 2 (844 vertices; limit is 512).  Simplify this object if possible, especially if it is used multiple times.

Vertex count: The LOD object named 'WHBrunwulfSQ_LOD:0' is too complex for level 2 (601 vertices; limit is 512).  Simplify this object if possible, especially if it is used multiple times.

PRIORITY: Vertex count: The LOD object named 'WHpalace_LOD:0' is MUCH too complex for level 2 (1524 vertices; limit is 512).  Simplify this object if possible, especially if it is used multiple times.

Vertex count: The LOD object named 'WHinnland_LOD:0' is too complex for level 2 (660 vertices; limit is 512).  Simplify this object if possible, especially if it is used multiple times.

Vertex count: The LOD object named 'WHmarket01_LOD:0' is too complex for level 2 (622 vertices; limit is 512).  Simplify this object if possible, especially if it is used multiple times.

PRIORITY: Vertex count: The LOD object named 'Windhelmbridge_LOD:0' is MUCH too complex for level 2 (1604 vertices; limit is 512).  Simplify this object if possible, especially if it is used multiple times.

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What Zilav said. Warnings about vertices amount is rather a matter with old gen consoles. Even generating the vanilla LOD fires these warnings...

BTW, the next version of the archive I provided will implement fixes for Solitude buildings.

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By the way I recommend to generate LOD with TES5LODGen, it has a very nice feature lacking in CK - removing of geometry hidden by landscape LOD.

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