Cyrodiil Scaled x 2

Post » Tue Feb 15, 2011 10:18 am

A 4x landscape only esp was around 500mb for me. Filled one would be around 2gb I guess.
User avatar
Benji
 
Posts: 3447
Joined: Tue May 15, 2007 11:58 pm

Post » Mon Feb 14, 2011 11:39 pm

Haha, 500MB is larger than the Oblivion master file. :D

Impressive work, Lightwave, as always! :)

To make Cyrodil larger, why not just scale down the player char, NPCs, and creatures?


Hahahaha, that's a good one! :P
User avatar
mollypop
 
Posts: 3420
Joined: Fri Jan 05, 2007 1:47 am

Post » Tue Feb 15, 2011 10:42 am

could you recreate that 4x scaled one?
User avatar
Annick Charron
 
Posts: 3367
Joined: Fri Dec 29, 2006 3:03 pm

Post » Mon Feb 14, 2011 11:11 pm

I've split it in to two files.

1. The landscape only (no LOD or placement file): http://www.projectmanager.f2s.com/morrowind/downloads/download_tamrielx2_part1.html (216Mb).
2. The placement ESP and LOD files: http://www.projectmanager.f2s.com/morrowind/downloads/download_tamrielx2_part2.html (75Mb).

The readme is included in both files.

To make Cyrodil larger, why not just scale down the player char, NPCs, and creatures?

As well as the grass problem, the player's height visual always stays the same. If you do a 'player.setscale 2' or 'player.setscale 0.5' then you only see the difference when you go to 3rd person mode (then NPCs around you move their heads to look at your new height, then move them back again when you revert to 1st person mode). Also the viewing distance is the same ...


does the CS now work with landscapes that big?

It's always been able to work with landscapes much larger, but only loaded as inactive. Some people have got around this by loading smaller heightmaps in one at a time then using tools like TES4Gecko to merge them. I successfully tested a 4x Cyrodiil scaled landscape back in February - it was a single import using TESAnnwyn, but I hadn't implemented TES4 layered texture placement exporting+importing or optimized headers, so there was a 1 second delay moving from one cell to the next, not to mention incredibly bland (actually the old http://www.projectmanager.f2s.com/morrowind/2x2/Cyrodiilx4-1.jpg of the IC is still on my website - the LOD for Morrowind's Vvardenfell is in the background and the bit of the circular ditch is just the inner ring of the Imperial Palace wall!). There's also a http://www.projectmanager.f2s.com/morrowind/2x2/4Worlds.jpg on there showing the size problem of the different heightmaps. I only added the cell group optimization to TESAnnwyn yesterday as it happens, but it's a lot slicker to load.

Bethesda increased the DistantLand LOD load range from +-/128 cells to +/-1024 cells with patch 1.2 (just before Shivering Isles came out) - that was a blessing. The CS's limitation is due to inefficient memory management. A world maybe just 20-30% larger than the Tamriel worldspace was enough to require over 2Gb RAM which 32-bit Windows cannot do, giving a CTD. When exporting/importing multi-layered heightmaps, TESAnnwyn doesn't tend to use more than 800Kb (yep, it's really that small!) because it stores things in temporary files, slower, but I don't ever have to worry about memory bugs this way. :)

Lightwave

* edit * Both files now available.
* edit * The 3x landscape just finished importing: It's 431Mb and contains 132,890 cells.
User avatar
chinadoll
 
Posts: 3401
Joined: Tue Aug 22, 2006 5:09 am

Post » Tue Feb 15, 2011 12:30 pm

Oh wow!
Incredible!

It just amazes me every time something someone has been working on,quietly,just emerges and pushes the bar even higher,muchos kudos to you Lightwave :goodjob:

Amazing!Awesome!Stunning! etcetera etcetera...
User avatar
Emmanuel Morales
 
Posts: 3433
Joined: Sat Oct 06, 2007 2:03 pm

Post » Tue Feb 15, 2011 6:25 am

absolutely amazing work. I think the scale right now is perfect, and if you tried 3x it would be pushing it into the land of the giants. Also how do you plan on managing sizes for specific objects such as stairs, doors, wood fences, etc? Best of luck to you, I really hope you can pull this off.
User avatar
Noraima Vega
 
Posts: 3467
Joined: Wed Jun 06, 2007 7:28 am

Post » Tue Feb 15, 2011 11:37 am

I can't seem to download it, I get about half way through the first file, it says download complete but it's not and won't open. Would you be able to upload it somewhere else please?
User avatar
james tait
 
Posts: 3385
Joined: Fri Jun 22, 2007 6:26 pm

Post » Tue Feb 15, 2011 12:29 am

That looks...real..
I'm bafled, it's so beautifull.
Damnit, the Oblivion mods have a long way to go still...there is so much more possible.
User avatar
Marion Geneste
 
Posts: 3566
Joined: Fri Mar 30, 2007 9:21 pm

Post » Tue Feb 15, 2011 3:48 am

OOOOh

I've wanted something like this for soo long.

If I may throwin my tuppence:
Things which should be doubled:
The landscape just as you've done it (yay!)
City walls (which makes them ore impressive and removes the need to fill in stuff around them)
Imperial City structures (temple, palace, tower, collonades, arena)
Churches in Cities
Number, not size of buildings in Cities (IE a completed mod would have, probably just with copy/paste, more houses and something along the lines of MoDem's City Life to add radom nobodies to the streets)

Nothing else needs changing, and if the grass and trees stay te same size but fill in areas 4 times the size (which is what I'm assuming happens fro the description and screenies) then it would be just perfect.

Something may have to be done about cave and ruin entrances, otherwize there will be lots of faff trying to resize interiors to make them navigable, dungeons shouldn't change.

umm yeah, not a coherent as I was expecting but there you go.
User avatar
Charlie Ramsden
 
Posts: 3434
Joined: Fri Jun 15, 2007 7:53 pm

Post » Tue Feb 15, 2011 10:35 am

Amazing project to make a huge gameworld.

.... but lets not forget that a big empty gameworld isn't really useful without content. Oblivion was designed small on purpose
to capture a wider gaming audience who doesn't want to roam the empty lands for hours just to find a monster to kill.... /hehehe/

I think the vanilla Oblivion scaling is fine as long as the modders add more content - which they do - and the game is sweet.
User avatar
OJY
 
Posts: 3462
Joined: Wed May 30, 2007 3:11 pm

Post » Tue Feb 15, 2011 1:34 am

I don't get it. What does this mod do, in English?
User avatar
louise fortin
 
Posts: 3327
Joined: Wed Apr 04, 2007 4:51 am

Post » Mon Feb 14, 2011 11:10 pm

I've asked for something exactly like this in the past, but everyone said it was impossible. Well, I really hope this works, and it would be compatible with UL. :)
User avatar
Agnieszka Bak
 
Posts: 3540
Joined: Fri Jun 16, 2006 4:15 pm

Post » Tue Feb 15, 2011 12:48 am

I don't get it. What does this mod do, in English?

:) makes you and the world ...err...taller!!
User avatar
Sarah Edmunds
 
Posts: 3461
Joined: Sat Jul 08, 2006 8:03 pm

Post » Tue Feb 15, 2011 12:08 pm

Wait, so, is the furniture seriously going to be bigger?
User avatar
Julie Serebrekoff
 
Posts: 3359
Joined: Sun Dec 24, 2006 4:41 am

Post » Tue Feb 15, 2011 1:56 pm

Looks great, will be great once its compleatly finished.

I do have a question though, I saw in the pics there was a giant chair, is every thing but the player huge?
User avatar
Veronica Martinez
 
Posts: 3498
Joined: Tue Jun 20, 2006 9:43 am

Post » Tue Feb 15, 2011 11:56 am

:) makes you and the world ...err...taller!!

And wider! ^_^
User avatar
barbara belmonte
 
Posts: 3528
Joined: Fri Apr 06, 2007 6:12 pm

Post » Tue Feb 15, 2011 3:38 am

Dang...somebody finally did it. And Lightwave of all people! :goodjob: I can easily see this becoming quite a major mod if worked with just right. Although it would take quite a bit of work to recreate/fill the space. But I think the effort would be worth it.

Heck, I could easily plot down a town I made months ago into some free space. And give it a closed world too.
User avatar
Imy Davies
 
Posts: 3479
Joined: Fri Jul 14, 2006 6:42 pm

Post » Tue Feb 15, 2011 11:17 am

OooOhh! How I would love to see this made reality with everything working like it does now. *Wishes* :)
User avatar
alyssa ALYSSA
 
Posts: 3382
Joined: Mon Sep 25, 2006 8:36 pm

Post » Tue Feb 15, 2011 3:30 pm

Sorry to be a black cloud, but the only way this could be done properly is to completely remake the land and filling it up. Scaling everything up would look silly. So are you actually just scaling everything up or are you expanding the land. If you are just scaling the entire world up I have to say I will pass. Cyrodill in this game is larger than Vvardenfell, the differences are in the way the games scale with each other.
User avatar
sarah
 
Posts: 3430
Joined: Wed Jul 05, 2006 1:53 pm

Post » Tue Feb 15, 2011 5:38 am

I wonder... Is it possible to select the cells *only* and double up their size? If so, the scale of the objects within these cells would remain normal and the only thing left would be detailing the empty cell areas. Something like the Canvas Size option of Photoshop. Not that detailing would be that easy, but the rest of the given cell would guide the modder to detail it accordingly.
User avatar
Chloe Botham
 
Posts: 3537
Joined: Wed Aug 30, 2006 12:11 am

Post » Tue Feb 15, 2011 12:21 pm

This mod looks amazing, some problems would of course be compatibility. I would interfere with any mods that add castles houses etc. to the tamriel worldspace. An idea would be to make compatible versions of the greater mods (OOO, MMM, Lost Spires, CORE 1&2 etc.) in one large .esm wiht a .bsa. It would be really amazing for the mod to have a 'true' atmosphere, like farm villages, and peddlers on the road.
User avatar
Andrew Perry
 
Posts: 3505
Joined: Sat Jul 07, 2007 5:40 am

Post » Tue Feb 15, 2011 7:58 am

cant you just delete everything so that just landscape is double and load that mod last or am i missing something. ive seen mods where buildings where doubled in size.
User avatar
Sxc-Mary
 
Posts: 3536
Joined: Wed Aug 23, 2006 12:53 pm

Post » Tue Feb 15, 2011 6:35 am

I can't seem to download it, I get about half way through the first file, it says download complete but it's not and won't open. Would you be able to upload it somewhere else please?
I tried downloading it in work and it uncompressed fine, so it's likely a corrupted cache server closer between NZ and the UK - if your ISP has a caching server then it could be repeatedly sending you the incomplete version (frustrating when that happens). Give it another go because the cache may have cleared since, but if not I'll upload to an additional location; this would certainly be necessary anyway if this is to turn in to a real project, but it takes 2+ hours for me to upload.

I'll have larger scales to upload in the coming days, but they are taking far longer times to generate obviously. I suspect 4x scaling will be purely entertainment, the heightmap ESP would be around the 1Gb mark, but there could always be some entertainment value in scurrying around a castle like a little mouse. ;)

Scaling everything up would look silly. So are you actually just scaling everything up or are you expanding the land.

Obviously scaling everything would look silly. What you'll want its to wipe the :embarrass: "cities" out and create much larger ones in the available space, to your own design. The sole purpose of this test mod (and the scales to follow - they take a while to generate) is to first find the realistic scaling limit of the landscape and also of the wilderness objects (trees, rocks etc).

So the giant buildings you see are only temporarily scaled as a side-effect, but this is fine whilst testing - you can get an idea of a city's expanse from a distance still, otherwise it'll look all dis-jointed at 1x scale - for example much like http://www.projectmanager.f2s.com/morrowind/2x2/MW_2x2_Balmora0.jpg looks when scaled in TES3. If we keep within the realistic margins (which is the purpose of these test scale 'mods') then the vital modding work is reduced to what most modders are interested in; towns and villages. It's then just optional if someone wants to save effort and keep a few scaled things - such as the curved exterior walls of the IC, allowing them to concentrate recreate larger interior districts with a lot more streets and buildings. Or re-do the entire city from scratch - I'm easy.

Region generation is an option, but is not a necessity, not unless we exceed the realistic wilderness scaling realism 'limit' and the objects became too sparse or the trees, fauna and rocks became unrealistically giant. Ideally we should stay within this limit to gives ourselves a very realistically achievable and fun mod to improve, not to mention still impressively large and detailed at the same time.

The generic wilderness interiors (caves, ruins etc) can be reconnected (programatically) at any optional scale to the original wilderness doors. But I'll be brutally honest, I generally loathe the generic go-kill-fetch quests - I feel too many RPG writers go for "player is a dumb dog" and expect me to enjoy it somehow. AFAIR only the thief and dark brotherhood quests struck me as original, inventive, mysterious, fun and not at all predictable from the outset, so I'm really not bothered whether to go through the effort of preserving the full original game (which involves scaling all AI packages, path grids, quest conditions, scripts to new co-ordinates and cell FormIDs - it's all technically possible but not much fun).

This isn't a project yet - I'll wait to see until Cryonaut comes back to me and we need first-hand game feedback on how the wilderness feels as a player. In the meantime just have fun with it, roam around, delete one of the towns if you want and see how big you can make it with the new space. Once the size is decided maybe we can then start a project. :shrug: :)


Lightwave
User avatar
Harry Hearing
 
Posts: 3366
Joined: Sun Jul 22, 2007 6:19 am

Post » Tue Feb 15, 2011 1:52 pm

Would this mod mess up all the Unique Landscapes mods?
User avatar
Suzy Santana
 
Posts: 3572
Joined: Fri Aug 10, 2007 12:02 am

Post » Tue Feb 15, 2011 10:33 am

Would this mod mess up all the Unique Landscapes mods?

Probably, so we'll have to make huge compatibility patches.
User avatar
Bird
 
Posts: 3492
Joined: Fri Nov 30, 2007 12:45 am

PreviousNext

Return to IV - Oblivion