Last updated at 22:25, 31 Jul 2014 Uploaded at 21:52, 2 Oct 2011
The new v4.10
This version places the vertices about 5-10 times faster.
Tes4ll creates new and individual high-resolution landscape meshes including all the additional changes added by the mods which one has installed.
To use this tool, one has different choices:
- A one-click method on one of the prepared windows bat-file (but please read the description of the flags below),
- if you would like to use a GUI, please download my MPGUI in addition
- or download one of the pregenerated meshes
In addition to that, it has an expert modus where a script allows to configure the behavior of vertex setting and calculation completely, up to the placement of single vertices. If you interested, read the full manual.
Good to know...
Before installing the new meshes, make a backup of datamesheslandscapelod
In Oblivion, the LOD meshes can be replaced quad-by-quad only. If one has a lot of landscape changes (like UL), the following problems may appear:
- The quad meshes do not fit at their borders, because they were created independently
- "Wall-like" steps between the normal grid and the LOD meshes
- Floating objects (trees, buildings)
Features of the executable tes4ll
- To generate the LODs, tes4ll triangulates the entire worldspace in one single step. The single quads are created and written based on this complete triangulation. This avoids ugly "steps" in the far landscape.
- tes4ll uses an irregular mesh pattern, whereas the edges of the triangles from the CS are oriented in multiples of 45 degrees.
- tes4ll is completely configurable by the user by adapting a batch script
- Single vertex points can be self-defined to avoid gaps, floating trees, etc., wherever you want.
- Contour lines can be added
- Several algorithms can be used to define individual vertex points density functions:
- First and second order derivatives (i.e. based on the slope and the curvature of the heightmap)
- A peak finder for better mountains
- Enhanced/reduced density based on the absolute height
- The number of vertices per quad can be chosen. Depending on the system, a larger or lower number of vertices can be defined.
- For debugging and better visibility nif files with textures and ps files can be produced.
- Tes4ll can also produce the normal maps with faked terrain shadows and the meshes for the Immersive Interiors Landscape AddOn (or similar projects).
Installation (since v4.00)
Unpack the tes4ll 7z-archive and move the content into the data directory of Oblivion. When asked, merge the ini-directory of tes4ll into your ini.
If you want to use a different dds tool for normal and color maps, you have to download such a tool. E.g. nconvert or nvdxt.
Installation (v3.10 and below)
Tes4ll v3.10 and below needs Lightwaves TESAnnwyn in order to merge your mods into a single heightmap. Tesannwyn is called internally by tes4ll. Therefore, it must be present in same directory.
Only if you use the pregenerated meshes, or want to generate new meshes with the prepared heightmap(s), you don't need TESAnnwyn. But in this case you cannot merge your mods into your own heightmap.
Please copy TESAnnwyn.exe into the data directory of Oblivion. Unpack the tes4ll 7z-archive and move the content into the data directory of Oblivion as well. When asked, merge the ini-directory of tes4ll into your ini.
After this installation procedure you should have two executable in your Oblivion data directory: Tesannwyn.exe and tes4ll.exe. The scripts and data files are in <Oblivion>Inites4ll. This should help to keep the data directory more clean.
Start one of the Windows-bat-files by double clicking on it.
At the moment, 3 versions are supported:
- "tes4ll_midres.bat" -> "Mid resolution", 10000 vertex points (leads to 20% more triangles as Vanilla)
- "tes4ll_highres.bat" -> "High resolution", 13000 vertex points (leads to 80% more triangles as Vanilla)
- "tes4ll_ultimate.bat" -> "Ultimate resolution", 18000 vertex points, and a very detailed wall remover (something for high-end graphics cards)
You have to change the flags in the Windows bat (rightclick on one of the bat-files and say "edit") file: -f "...,makemeshes,..." to make the meshes, -f "...,tes4qlod,..." to run tes4qlod (or both). To select the tes4qlod resolution, you need one of the flags qlod1, qlod2, or qlod4 in addition, for 1024x1024, 2048x2048, and 4096x4096, respectively.
This overwrites your LOD files (hey, did you made a backup?). Your mod list is taken into account. The batch file is written such, that optional parts are automatically included (e.g. a viewpoint in Corinthe and additional vertices for UL Rolling hills around the farm)
If you use MPGUI, you also can go into <Oblivion>Datainites4ll and double-click on tes4ll_all.mpb. Here you have a hell of options.
Normal map generation
This needs in addition a dds-tool.like S3TC.exe or nconvert.exe, which has to be present in the Oblivion data directory (e.g. S3TC.exe comes with TES4qLOD).
Use tes4ll_normalmaps.bat, if you don't have MPGUI.
Color map generation (since v4.00)
You can run the build-in TES4qLOD with MPGUI (recommended) by using tes4_all.mpb, or also via the bat-file tes4_ts4qlod.bat.
Please read the TES4qLOD manual for details of operation.
The tool is compatible with TES4LODGen (which replaces only the static meshes) as well as tes4qlod.
By definition, tes4ll is compatible with all mods which change landscapes.
The meshes created with tes4ll are not (yet) compatible with the new LLOD system of OBGE.
They come in several versions and combinations for Tamriel. For other worldspaces only one version is provided (ultimate).
Installation: drop the archive in <Oblivion>Data or use the nexus manager.
- Rewriting tes4ll based on a new library, including an internal dds converter and a new script syntax
- Vertex data files to improve the quality along the roads [Postponed]
The aim of the data files will be to provide hand-selected vertex points in order to have best visual effects where the eye is guided: close to and around the roads.
The data files will come step-by-step. The following list contains possible segments (the order is arbitrary):
Weye to Fort Empire[1.20]
Fort Empire to Aleswell[1.20]
Aleswell to Fort Urasek[2.20]
Fort Urasek to large bridge[2.20]
- Large Bridge to Vindasel
- Vindasel to Weye
- Fort Virtue to Skingrad
- Skingrad to Kvatch
- Kvatch to Anvil
Fort Nikel to Fort Ash[1.20]
- Fort Ash to Chorrol
- Choroll to Bruma (maybe with a break somewhere)
- Bruma to Sercen
Fort Urasek to Cheydinhal[1.20]
- Fort Homestead to Bravil
- Bravil to Leyawiin
- Laywiin to Morahame
- Morahame back to Lake Rumare
- Roads around the IC on the island
- ...and the roads in the mountains
- ...data files of selected mods (like UL). Here the aim is to avoid floating statics, if still appearing.
UL Rolling hills[1.20]
This program uses the following 3rd party source code:
- Tes4qLOD: http://projectmanager.f2s.com/morrowind/TES4qLOD.html by Lightwave
- niflib: http://niftools.sourceforge.net/wiki/NifSkope
- bmp file reader: written by P. Pourke
- Triangle: by J. R. Shewchuk (see reference in Readme)
- Lightwave for TES4qLOD and tesannwyn.
- Auryga and Supierce for testing the program.
- The UL team
- Iliana for Elsweyr the Deserts of Anequina
- My wife for all the support (in particular with chocolate and coffee) over the last months and helping me me writing down the vertex data files.
The images I show...
...contain a lot of mods and changes due to my personal Oblivion installation (in particular all UL parts, Kvatch rebuild, Better cities, and many other things...). These changes are not part of tes4ll, which changes only the LOD meshes, nothing else.
If you like the new landscape I would be happy to see screenshots in the user section
- The software comes under the GNU license and is available via Github.
- It would be nice to give acknowledgment if you use tes4ll for a mod.