Editing Arcane University:World space synchronization
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'''This paragraph pertains to copying references for LOD only''' | '''This paragraph pertains to copying references for LOD only''' | ||
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Areas that are far enough away from the playable border to never be in the loaded area, may still be visible from a distance and thus will have to be copied over to be included in LOD that is generated for the destination world space. Here, you may like to exclude references that won't be visible in LOD. Once you have your .esp from the previous step, apply a Filter for Base record signature "Tree" (shrubs and other small flora will also be lumped in). Copy these as override from your previous .esp into a new one. Remove the filter. Then do another filter by running the below script by Zilav, which retains only references whose base object has LOD meshes configured (the built-in "visible when distant" filter options are not effective). Copy all remaining references from the same previous .esp into the same second .esp you created. You may now discard the first .esp and continue with the second one. | Areas that are far enough away from the playable border to never be in the loaded area, may still be visible from a distance and thus will have to be copied over to be included in LOD that is generated for the destination world space. Here, you may like to exclude references that won't be visible in LOD. Once you have your .esp from the previous step, apply a Filter for Base record signature "Tree" (shrubs and other small flora will also be lumped in). Copy these as override from your previous .esp into a new one. Remove the filter. Then do another filter by running the below script by Zilav, which retains only references whose base object has LOD meshes configured (the built-in "visible when distant" filter options are not effective). Copy all remaining references from the same previous .esp into the same second .esp you created. You may now discard the first .esp and continue with the second one. | ||
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'''Filtering Tree References for LOD''' | '''Filtering Tree References for LOD''' | ||
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After copying all tree references for LOD into your esp, it is ideal to filter these references so that only those with LOD billboards are preserved. The easiest way to obtain a list of which tree records lack billboards is to run xLODGen with your LOD reference plugin loaded. Select the worldspace where the references are added, and only tick the box for "Tree LOD". Generate LOD. The program's log will proceed to list every tree record in the worldspace both with and without LOD. Copy the list of records that lack billboards and save it in a new file. You can now open your LOD reference plugin in xEdit and remove the record types you've listed from your esp. Depending on the area you're copying from, you can reduce the esp's references between 50% and 90%. As references without LOD billboards will not be seen in LOD only cells, these references do nothing but bloat the esp needlessly. | After copying all tree references for LOD into your esp, it is ideal to filter these references so that only those with LOD billboards are preserved. The easiest way to obtain a list of which tree records lack billboards is to run xLODGen with your LOD reference plugin loaded. Select the worldspace where the references are added, and only tick the box for "Tree LOD". Generate LOD. The program's log will proceed to list every tree record in the worldspace both with and without LOD. Copy the list of records that lack billboards and save it in a new file. You can now open your LOD reference plugin in xEdit and remove the record types you've listed from your esp. Depending on the area you're copying from, you can reduce the esp's references between 50% and 90%. As references without LOD billboards will not be seen in LOD only cells, these references do nothing but bloat the esp needlessly. | ||