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

Post » Mon Jun 18, 2012 3:08 am

I'd like to agree with da mage's previous assertion that the ability to work the CK without crashes is based on memory; I am only able to generate LOD for my little island if I have absolutely nothing else running. If I even have a couple of tabs of Chrome open, it'll crash. It appears the kit was made on machines with ridiculous amounts of RAM, so they probably never had to even consider coding in parts to deal with users like us.
  • Load .bmp in Photoshop, give 1 px gaussian blur (for overflow/underflow errors)

If it's a memory problem (I haven't done enough research to verify this yet) then the big worldspaces are screwed. Besides, my system has 8GB RAM and the CK can only use about 4GB (32-bit application), so a memory shortage couldn't have been the case for me, unless it tries to go beyond it's own memory limits due to the sheer size of the worldspace.

Btw, if you use TESAnnwyn you don't need to correct over/underflows manually, it does that for you.

it was showing Data/Textures/myworldspace/terrain. After pointing the texture path to the same location without the Data/ path in the beginning, the textures show up in game.

So, that should also be possible to fix then by moving texture files to Data\Data then...
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Katie Samuel
 
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Post » Mon Jun 18, 2012 10:11 am

The heightmap editor wont be fixed....One of the few bits of information on the wiki says they only left it in cause it was there....they never upgraded it or used it themselves.

I do feel it is memory issues.....it could also be that it times out from not having a good enough CPU......I've had no problems with it for my worldspaces, and I'm happy to try it out on a big landmass if someone wants me to.
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Kat Stewart
 
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Post » Mon Jun 18, 2012 4:19 am

I have an i5 OC'ed at 4100 MHZ and 8 GB RAM on a 64 bit system, I very much doubt the problem lies with my hardware.
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Roberto Gaeta
 
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Post » Mon Jun 18, 2012 1:47 am

I have an i5 OC'ed at 4100 MHZ and 8 GB RAM on a 64 bit system, I very much doubt the problem lies with my hardware.

Yep, thats pretty damn good.

The fact is, the Heightmap editor is truely terrible at doing it's job.....they havent updated it since Oblivion and the reason they dont use it is properly because it is so terrible.
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Natasha Callaghan
 
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Post » Mon Jun 18, 2012 12:18 am

I was planning to make a whole new world, but after a whole day just to try ímporting highmaps with TESAnnwyn i gave up. It is just to much work for a simple thing.
They should have made an editor like sandbox for outdoor editing.
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Jeffrey Lawson
 
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Post » Mon Jun 18, 2012 8:10 am

I was planning to make a whole new world, but after a whole day just to try ímporting highmaps with TESAnnwyn i gave up. It is just to much work for a simple thing.
They should have made an editor like sandbox for outdoor editing.

Importing with tesannwyn is pretty easy, you just need to use the right command line. There are several examples in this thread and in the older one.
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Sierra Ritsuka
 
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Post » Mon Jun 18, 2012 11:13 am

keep working on the Tesannwyn import as if it can cope with my monstrous sized world then anything else is well within its capabilities. Maegfaer is right, its all about the command lines. Post what you are trying to get it to do, then post your example of a command line and lets see what can be done.

@maegfaer: we are running similar systems, i5 sandybridge 3.3 but not overclocked, windows 7 64bit with 8gb ram.
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BethanyRhain
 
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Post » Mon Jun 18, 2012 6:44 am

http://imageshack.us/photo/my-images/837/2012021100002.jpg/


Finaly base heightmap editing is done for me, but i ran into several new problems...

-Tree don't work in far lod
-static generation is impossible
-heightmap re editing in editor crash also in CK
-water outside heightmap don't render ( that i think is because it's not at the same level than my heght in worldspace option...)


For those aving problèm with Oscape and textures... there is a workarround, it need to export colors and normal in png, after that, in place of the installer, go in folder where it has generated files and une a tool such as nconvert the command is relativly easy "nscape -out dds *.png" then copy dds files in the "Skyrim/data/textures/terrain/yourworldspace/" directory.
Also i have found that in the CK for lod tree generation to not crash you must specify is a tree if you use region editor to generate them.
The region editor is a bit triky, if you check an option or modifi a proprerty of an objet it don't always validate , you can force it by checking an other option in an another object right after modifiyng what you want, restore previous values and reclick on the first object ( i hope i am understendable, almost no sleep and english is not my native language...)

In any case, i shall continue different try, but i know that somes great tools are comming to suppress the need of using CK for heightmap and lod...
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Daniel Brown
 
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Post » Mon Jun 18, 2012 1:26 pm

I read the title as "Creating new worldspaces...why Terra Nova isn't going to waste time with it".
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Horse gal smithe
 
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Post » Mon Jun 18, 2012 3:56 am

I'm able to generate textures fine, but I haven't tested them in-game yet as I had to start over. Be careful guys, generating terrain meshes will occasionally "reset" your worldspace, making it completely flat. One thing I've noticed is that the CK will crash if you have your worldspace loaded in the render window when generating texutes, so be sure to keep it unloaded. I don't understand, however, why Bethesda didn't use multithreading for texture generation as well, as it now takes ages to complete.

My CPU is a Core i7 920@3.2Ghz, so maybe that's why I'm generating with ease.
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ONLY ME!!!!
 
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Post » Mon Jun 18, 2012 8:43 am

I'm able to generate textures fine, but I haven't tested them in-game yet as I had to start over. Be careful guys, generating terrain meshes will occasionally "reset" your worldspace, making it completely flat. One thing I've noticed is that the CK will crash if you have your worldspace loaded in the render window when generating texutes, so be sure to keep it unloaded. I don't understand, however, why Bethesda didn't use multithreading for texture generation as well, as it now takes ages to complete.

My CPU is a Core i7 920@3.2Ghz, so maybe that's why I'm generating with ease.

were you able to generate textures more then once....thats the problem I'm having....whenit has done it once, it locks out my worldspace from generating any more.


Yeah the flattening is annoying. I get this feeling that the texture gen might not be the version they were using.....cause if you made the meshes multi-threaded, it wouldnt be too hard to makes the textures the same......might also explain some of the other bugs we are getting.
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Crystal Birch
 
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Post » Mon Jun 18, 2012 12:02 am

Guys, make bug reports of Oscape in it's official thread: http://www.gamesas.com/topic/1320917-wip-preview-oscape-landscape-lod-generator/

Ethatron is still working on Oscape, so if we help him pointing out what goes wrong he will fix it soon enough. Then at least we have one proper tool for terrain meshes, colours and normals. Show him we're all using his application and that we care, then he'll be motivated. :D
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Emerald Dreams
 
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Post » Mon Jun 18, 2012 3:02 pm

Guys, make bug reports of Oscape in it's official thread: http://www.gamesas.com/topic/1320917-wip-preview-oscape-landscape-lod-generator/

Ethatron is still working on Oscape, so if we help him pointing out what goes wrong he will fix it soon enough. Then at least we have one proper tool for terrain meshes, colours and normals. Show him we're all using his application and that we care, then he'll be motivated. :biggrin:

From the many issues that are coming up with the CK generator......Oscape is the best bet now :)
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clelia vega
 
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Post » Mon Jun 18, 2012 4:52 am

Has this problem been reported to Bethesda? Don't rely on the devs seeing this thread. Send a PM to Gstaff and report the issue. There are a few serious issues with the CK right now and the others have been reported.

If you haven't done so already, please send a PM to Gstaff.
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Kayla Oatney
 
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Post » Mon Jun 18, 2012 2:49 am

Has this problem been reported to Bethesda? Don't rely on the devs seeing this thread. Send a PM to Gstaff and report the issue. There are a few serious issues with the CK right now and the others have been reported.

If you haven't done so already, please send a PM to Gstaff.

It was added to the unofficial buglist thread, which has been doing a great job at listing all the bugs people are finding.

I didn't know they wanted us to PM bug reports.


Part of the problem though is that the feature is completely undocumented (which is listed in the bug) and we don't know if we're doing it wrong, or if its just bugged.
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Jah Allen
 
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Post » Mon Jun 18, 2012 9:21 am

I don't know whether they want PM"s or not, but I know that that's what people have done in a couple of other instances. Perhaps you could just bring his attention to the unofficial bug list, which I just discovered myself. You might be able to get that pinned too.
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liz barnes
 
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Post » Mon Jun 18, 2012 2:09 pm

I have just reported the LOD and mesh generation problems to Gstaff. I have only been very brief and it may be an idea if others report the bugs too, to show that it isnt an issue for a very small minority of the modders/players. My feelings are that there will be an increasing number of people hitting this brick wall as over the coming months Skyrim runs out of vanilla space. It isnt a big world and large cities will quickly fill up the suitable areas. It wont be long before people are looking to add new lands or extend the current ones. As each person hits this problem they will slowly become frustrated and in the end just give up. I can say with absolute certainty that my love affair with TES will end at Skyrim if we hit the point of ultimate capability below what was possible with Oblivion. The Oblivion CS was eventually patched but we cant rely on it happening this time.

Anyway Oscape is now generating LOD (I hope).

I dont think it can hurt to make a report of a bug that causes game crashes. I found the unofficial bug list and commented there also.
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le GraiN
 
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Post » Mon Jun 18, 2012 7:43 am

There are several provincial mods underway already and I have alerted them to this issue. They are collaborating in the http://www.darkcreations.org/forums/forum/119-beyond-skyrim/ forums. Morcroft is working on a full Tamriel heightmap for all provincial modders to share.
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Etta Hargrave
 
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Post » Mon Jun 18, 2012 9:27 am

I've been reading the thread and finally got around to experimenting with LOD: http://www.truancyfactory.com/images/misc/testLOD.jpg.

That's a quick 8x8 world I created using the landscape editor. I generated the LOD meshes first, then I tried generating the LOD textures. It crashed at first (not surprising, I was doing a lot of stuff and moving pretty fast in the editor). I deleted the texture folders that it created before it crashed and did the textures again. Took less than a minute to generate meshes and textures altogether (it's a very small world). It seemed to work fine for me. The problems may have to do with the size of the world spaces people are trying to generate for, or some bug related to the heightmap (I didn't use one).

Have people been setting the HD LOD Diffuse and HD LOD Normal parameters in the World Space dialog when creating a world space? That's the only thing I might have done differently.
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JESSE
 
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Post » Mon Jun 18, 2012 9:20 am

were you able to generate textures more then once....thats the problem I'm having....whenit has done it once, it locks out my worldspace from generating any more.


Yeah the flattening is annoying. I get this feeling that the texture gen might not be the version they were using.....cause if you made the meshes multi-threaded, it wouldnt be too hard to makes the textures the same......might also explain some of the other bugs we are getting.

Have you lunch your game without any texture in the folder after the first generation?

I say that because it seems that they appared for me anyway ...
Maybe they are attached with the mesh in some way, i can't find anything related to lod texture in the textures folder a part from terrain/worldspace...
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Ria dell
 
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Post » Mon Jun 18, 2012 1:22 am

Producing the LOD using Oscape now, I have been pressing the enter button for ages whilst it cycles through producing dds images (endless errors) how long should I expect to continue like this? Is it trying to cycle through the same errors again and again or will it eventually end?
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Stat Wrecker
 
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Post » Mon Jun 18, 2012 8:35 am

Producing the LOD using Oscape now, I have been pressing the enter button for ages whilst it cycles through producing dds images (endless errors) how long should I expect to continue like this? Is it trying to cycle through the same errors again and again or will it eventually end?

It'll end. I myself wrote a macro to click for me.
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Alexander Lee
 
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Post » Mon Jun 18, 2012 1:05 am

I keep checking the data/textures/terrain/mesogea folder that shows 31,150 files. Oscape cycles it appears through the same number 8,x,x 16,x,x 32,x,x endlessly.
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Fam Mughal
 
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Post » Mon Jun 18, 2012 8:39 am

Not lookin forward to the hex editing in the next bit. I'll probably cause the U,S to send missiles against old targets in Russia knowing my luck. One wrong hex number and boom, back to the 80's and war games.

Edit: seems to have stuck at 38,150 (might have got the earlier number wrong), and is re-writing same files again and again.

Sneaking suspicion Im wasting my time. It keeps cycling the same numbers. Cant be a windows UAC thing as it wouldnt write a single file. Must be an oscape error. I will give it a bit longer then drop it.
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Kit Marsden
 
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Post » Sun Jun 17, 2012 11:39 pm

Not lookin forward to the hex editing in the next bit. I'll probably cause the U,S to send missiles against old targets in Russia knowing my luck. One wrong hex number and boom, back to the 80's and war games.

Edit: seems to have stuck at 38,150 (might have got the earlier number wrong), and is re-writing same files again and again.

Sneaking suspicion Im wasting my time. It keeps cycling the same numbers. Cant be a windows UAC thing as it wouldnt write a single file. Must be an oscape error. I will give it a bit longer then drop it.

I noticed that when I was generating in Oscape and holding enter, after the generation was complete, since I was holding enter it began installing again (Install button gets focused when you're finished, so enter will just start the process again). Slow down around the end of each cycle and make sure you need to press enter before you actually press it.
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Rozlyn Robinson
 
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