Bonjour Zenith,
On devrait pouvoir t'aider pour résoudre ce problème (je dis "on", mais je pense à Mike
); le mod sur lequel nous travaillons est plein de nouvelles textures de landscape, et celà ce passe très bien en vision lointaine.
Perso, je n'ai jamais créé de texture de nouvelles textures de terrain, mais me suis tout de même posé la question.
A tout hasard : je pense qu'il faut créé une image 4x4 à mettre dans le répertoire \tes4qlod_tex qui est fourni avec TES4QLOD... (je ne suis pas trop sûr, là)
La "doc de TES4QLOD dit ceci :
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4b. If you have custom textures:
If you are using any of your own textures on your landscape (i.e. not the ones with Oblivion or Shivering Isles), you'll need to convert them into 4x4 BMPs (either 24-bit or 32-bit) and copy them in to the tes4qlod_tex directory. TES4qLOD does not understand the DDS format, so needs them as BMPs. You can very easily convert all your DDS textures to 4x4 BMPs using the free utility, nconvert (http://perso.orange.fr/pierre.g/xnview/en_nconvert.html), which is very, very fast.
To convert all your DDS files to BMP, copy the textures in to the same dircetory as nconvert and type:
nconvert -out bmp -resize 4 4 *.dds
Then copy those .bmp files in to the tes4qlod_tex directory. You should preserve the directory structure that they exist in the Oblivion\Data\Textures\Landscape directory.
e.g. If your textures were in Oblivion\Data\Textures\Landscape\mysnow then you should place these converted BMP files in to a directory called tes4qlod_tex\mysnow.
I may replace TES4qLOD's usage of S3TC.EXE (and VIC32.DLL) programs with nconvert in the future, as it's faster and is one less file to clutter up your data directory. I could probably do away with the DDS->BMP conversion requirement with this utility too ...
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