Creating new Worldspaces.......how to get around the broken

Post » Mon Jun 18, 2012 10:55 am

Still getting the merge to master error. Gecko asks for the master file first (mesogea.esm) then asks for the plugin (landupdate.esp) then says Java error file mesogea.esm doesnt exist. Oh how tiring this is getting.

Gecko tries to run from the Oblivion directory, is that the reason somehow?
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Spencey!
 
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Post » Mon Jun 18, 2012 6:52 am

Gecko will never be able to merge Skyrim plugins I think, it doesn't know it's format. It can convert to ESM because that's simply a plugin header flag that hasn't changed since Oblivion.

Your best bet is FNVedit, but it does require to have FNV registry keys (i.e. installed the game). Or wait for tes5edit to come out, rumour has it that it won't take long.
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Ernesto Salinas
 
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Post » Mon Jun 18, 2012 12:10 pm

Sounds like you need to add a scale adjustment parameter, but I honestly don't know how much or how to calculate it. You'll probably hate me for saying this, but I suggest going the L3DT route.

Anyway, try removing the -h parameter.
Well, I removed the -h parameter and it's exactly the same just at a different height. I'm still getting random cells of severe (and seemingly random...) distortion (where none exists in the RAW file, as viewed in Photoshop) and the height is still super multiplied... I guess I'll look up the multiplyer on the ReadMe and see if I can at least get that working, but the distortion is still unexplained...

Also, I can't really just go to L3DT now, I've spend a huge amount of time making this height map and I really can't start from scratch with a new program and have to learn it, AND redo the many many many hours I put into making the heightmap.... :/
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chinadoll
 
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Post » Mon Jun 18, 2012 2:54 am

Gecko will never be able to merge Skyrim plugins I think, it doesn't know it's format. It can convert to ESM because that's simply a plugin header flag that hasn't changed since Oblivion.

Your best bet is FNVedit, but it does require to have FNV registry keys (i.e. installed the game). Or wait for tes5edit to come out, rumour has it that it won't take long.

That makes sense. Oh well, stumped for the time being.

Can you post your steps from putting the raw into SKyrim via Annwyn through everything you did afterwards, step by step. I can try to replicate them.
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Stace
 
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Post » Mon Jun 18, 2012 4:02 am

You can import your current heightmap into L3DT, fix it up there and then export it. For L3DT exporting, look here:

http://www.bundysoft.com/phpBB2/viewtopic.php?f=4&t=514&p=8632#p8632
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Nick Pryce
 
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Post » Mon Jun 18, 2012 5:58 am

That makes sense. Oh well, stumped for the time being.

Can you post your steps from putting the raw into SKyrim via Annwyn through everything you did afterwards, step by step. I can try to replicate them.

We do exactly the same thing, but after converting it to ESM I open it in FNVedit and change WRLD header parameters (water height and such).

sorry for double post, I'm too hurried.
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Dark Mogul
 
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Post » Mon Jun 18, 2012 2:11 pm

Why does the plugin need to be converted to a master? I got everything working with a normal .esp and changed the water/land heights in the CK instead of FNVedit.
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stevie trent
 
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Post » Mon Jun 18, 2012 11:59 am

You can import your current heightmap into L3DT, fix it up there and then export it. For L3DT exporting, look here:

http://www.bundysoft.com/phpBB2/viewtopic.php?f=4&t=514&p=8632#p8632
No need!!!! I applied a scaling parameter of .25 and it fixed the height craziness, as well as the tearing and distortion that was occuring!!!! I'll mess with the .25 to get it exact and then I have my worldspace! Woooooooooooot! Then I get to figure out the madness of generating some basic land LOD so I can see my world as a whole...

EDIT: I should add that adding the -h parameter back in to account for the default water height thing does the same thing for me as it does for thekarathian, some of my map is normal, but most of it (The lower parts) are almost 120000 units above where they should be, jutting out of the map.

Why is the height thing needed again? For LOD? If we don't do it are we in trouble?
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Laura Cartwright
 
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Post » Mon Jun 18, 2012 6:08 am

Why does the plugin need to be converted to a master? I got everything working with a normal .esp and changed the water/land heights in the CK instead of FNVedit.

It was just a suggestion in case all else fails, a ESP should work if your worldspace isn't too big.

No need!!!! I applied a scaling parameter of .25 and it fixed the height craziness, as well as the tearing and distortion that was occuring!!!! I'll mess with the .25 to get it exact and then I have my worldspace! Woooooooooooot! Then I get to figure out the madness of generating some basic land LOD so I can see my world as a whole...

0.25 is about right eh? Try this value:

0.2286027669906616

Or else this:

0.1143013834953308

They are based on TES unit to meter conversions. I'd put my money on the latter one myself, but if 0.25 looks about right it's more likely to be the first one.

The -h parameter is necessary if you use Oscape for terrain mesh LOD generation, or else it won't display water LOD. Oscape might be updated to fix that later though, since I told Ethatron where in the WRLD header the default water height can be found. Not sure if he'll do something with it.
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Elea Rossi
 
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Post » Mon Jun 18, 2012 9:05 am

Oh, I'm late to the party, seems I have to change sub-forums now. :)
Fix-up of Oscape regarding a few observations http://paradice-insight.us/stuff/oblivion/OscapeGUI_v20beta4.7z.

Purple texture is missing texture. There are two and two half possibilities:
a ) texture isn't copied (fixed by above version, or by copying manually, or by using PNG as intermediate), but this couldn't be true for all textures as long as you have some texture with content (not black) as I generated HQLOD without hicks ( first half )
b ) BTR-paths don't point to the correct textures
c ) ESM/ESP texture-sets don't point to the correct textures
d ) CK deletes them ( this is the other half :P ), or packages them wrong, or some other fup
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Steph
 
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Post » Mon Jun 18, 2012 12:20 pm

0.25 is about right eh? Try this value:

0.2286027669906616

Or else this:

0.1143013834953308

They are based on TES unit to meter conversions. I'd put my money on the latter one myself, but if 0.25 looks about right it's more likely to be the first one.

The -h parameter is necessary if you use Oscape for terrain mesh LOD generation, or else it won't display water LOD. Oscape might be updated to fix that later though, since I told Ethatron where in the WRLD header the default water height can be found. Not sure if he'll do something with it.
It actually seemed a bit flat, so I settled with .30.

As for the default heights and -h thing. I added it back in, and upon making the default land height -27000 and water -14000 (which I think is what was said, I'll check) my land is no longer funkytown, and all seems well.

However I am someone confused as to if I messed up (Again, I know...) or if I'm missing something, as the water is now far below my land (At -14000) and since my land is an Island, as you can imagine, this creates some issues... (Like no beautiful glistening ocean surrounding it...) How do I get my land to be at the appropriate sea level where it should be, without upping the default water height?

Oh, I'm late to the party, seems I have to change sub-forums now. :smile:
Fix-up of Oscape regarding a few observations http://paradice-insight.us/stuff/oblivion/OscapeGUI_v20beta4.7z.
Would one of the fixes happen to be the default water/LOD/Land height things? Since if I don't have to worry about what those are set too, I can move them to be the proper height in my worldspace and problem solved.
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Matt Fletcher
 
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Post » Mon Jun 18, 2012 10:37 am

Well, like I just PMed you, several people here fixed the purple textures by converting Oscape PNG's to DDS with nConvert. nConvert doesn't reduce them to 4x4 and keeps mipmaps. In addition the CK complains that it won't use the textures because they don't have mipmaps. The problem seems fairly obvious to me?
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Danel
 
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Post » Mon Jun 18, 2012 1:59 pm

Yes not all of them were purple/blue it was like a faint haze over the nearest land. Very odd. I will try the new prog.
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Spaceman
 
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Post » Mon Jun 18, 2012 2:32 pm

Yes not all of them were purple/blue it was like a faint haze over the nearest land.

It mixes the actively loaded textures with the LOD textures, they are blended so to say. The actual LOD textures are purple because they aren't showing up, the engine doesn't accept them because they don't have mipmaps. Make PNG's with Oscape and convert them with nConvert to DDS, and they will show up.
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Matt Bee
 
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Post » Mon Jun 18, 2012 10:13 am

I cant open the heightmap with paintshop (got a 30 day trial that was a waste of time bothering, it wont last two days, what a load of crud) anyway, I reckon if Annwyn produces a decent map without the spooky new settings then the raw image is fine.

EDIT:

The raw file is fine, I just produced it using the -8192 setting and there were absolutely no issues. Looks as if it may be that you changed the settings directly in the esm via the editor you were on about. I'll have to wait for a tool to sort that unless Oscape can address the issue, which would ultimately be much better.

Ethatron, is there anything that Oscape can do about the distant water? also any plans for distant trees and objects?

Its like the start of the original star wars this, helps us Ethatron kenobi youre our only hope.
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(G-yen)
 
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Post » Mon Jun 18, 2012 2:00 am

thekaritian, create a new Mesogea.esm with the -h -22192 parameter, then upload that Mesogea.esm and pass me the link, I'll update the WRLD header for you and pass it to you again.
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Fluffer
 
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Post » Sun Jun 17, 2012 11:49 pm

Ethatron, is there anything that Oscape can do about the distant water? also any plans for distant trees and objects?

You tell me, this is the formula for z-height in LOD:

z-raw = z-esp + 1024 + (18040 - 16000 + 1566)z-height = (z-raw * 8) - (water-level + 9040); /*water-level == 14000 */

That's ... don't know what to say. Oblivion was easy:

z-raw = z-esp + 1024z-height = (z-raw * 8) - (water-level); /*water-level == 8192 */

Oblivion also capped depth at -512:

z-height = max(-512, zheight)

The constants are choosen as to be raw-compatible with TESAnnwyn.
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adam holden
 
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Post » Mon Jun 18, 2012 4:13 am

Ooh err, I dont know. Maegfaer, help!
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Danii Brown
 
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Post » Mon Jun 18, 2012 1:32 pm

Would it be possible to make it a customizable field?
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lolli
 
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Post » Mon Jun 18, 2012 2:46 am

Also any chance of making it so that Oscape can see worldspaces from esp's as well or is it being an ESM required for a bunch of stuff?
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Latisha Fry
 
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Post » Mon Jun 18, 2012 12:14 am

The first value "(18040 - 16000 + 1566)" is to ensure the raw doesn't wrap around values - like what happened with thekaritian map - and aligns with TESAnnwyn raws.

Also any chance of making it so that Oscape can see worldspaces from esp's as well or is it being an ESM required for a bunch of stuff?

Oscape sees all worldspaces ("fill"). But you can not introduce a new worldspace in a ESP, if I correctly understood discussions in the past. All ESP/ESM-handling is done with CBash, related thing would have to be requested from the CBash-team.
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Ice Fire
 
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Post » Mon Jun 18, 2012 8:49 am

thekaritian, create a new Mesogea.esm with the -h -22192 parameter, then upload that Mesogea.esm and pass me the link, I'll update the WRLD header for you and pass it to you again.

Thanks, have just made it into a rar file and will upload it asap. Have to do that in the morning though as I havent moved all my passwords etc from the old computer to the new so cant get the file hosting entry.

Scratch the last, just remember it. Might take a while to upload though. Will be ready in AM. Meanwhile I bought L3dt, its too good not to. I still have work to do on the map, and on my new comp it should be so much easier.
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patricia kris
 
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Post » Mon Jun 18, 2012 2:55 am

thekaritian, create a new Mesogea.esm with the -h -22192 parameter, then upload that Mesogea.esm and pass me the link, I'll update the WRLD header for you and pass it to you again.
Since I'm trying to keep track of what's going on so I don't have to ask later if I have the same issue, what are you trying to fix by doing this for him?
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K J S
 
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Post » Mon Jun 18, 2012 3:08 pm

The first value "(18040 - 16000 + 1566)" is to ensure the raw doesn't wrap around values - like what happened with thekaritian map - and aligns with TESAnnwyn raws.

If it's possible, could you make Oscape read the DNAM entry inside WRLD header of the ESM? It has two values, the second one is the default water height. That way Oscape would always get the right value.
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Kyra
 
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Post » Mon Jun 18, 2012 12:59 pm

Alright so using Oscape, and following Maegfaer's instructions on the first page, it will only create 4 files at most -
worldspace.fmap
worldspace.raw
worldspace.land
worldspace.water

What in the world do I do with these??
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Jordan Moreno
 
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