[RELz] Dynamic Map

Post » Sun Jan 16, 2011 9:38 am

Looking through this, I had a moment of simultaneous :drool: & :swear: when I read that the mod uses Elven style and will supersede any different types. I have recently fallen in love with http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=365. Also mostly memorized the new roads, so I don't need them on my map that badly, lol. Anyways, fantastic utility as always NiceOne. I really hope you're continue to support different map styles.
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neen
 
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Post » Sun Jan 16, 2011 5:50 pm

TheNiceOne => did you look at my files?
I have had time to check them now, and they look good. I will probably need to add soft edges, at least to the roads and the parts of Leyawiin that has water. You see, the Oblivion engine adds visible edges when not at 100% zoom (and sometimes even then), but soft edges hides it. But that's just a small job and the maps look so good that I condsider switching to it myself :)


These tools are simply amazing.
In 3 hours, I re-did Valenwood Improved AND did ElsweyrAnequina too.
Great. I checked them now, but noticed a problem. When opening them in GIMP, both maps had a few missing cells smack in the middle of the maps. I see they're not missing in the jpg, so I'm not sure if there is some problem with the file, or with how GIMP treats it. I have a copy of Photoshop Elements at home and can check with that too, but could you (or other downloaders) check and tell me if the files are fine or not?


Looking through this, I had a moment of simultaneous :drool: & :swear: when I read that the mod uses Elven style and will supersede any different types. I have recently fallen in love with http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=365. Also mostly memorized the new roads, so I don't need them on my map that badly, lol. Anyways, fantastic utility as always NiceOne. I really hope you're continue to support different map styles.
Thanks. The mod itself is map independent, "all" that is needed for support of other maps are map components in that style, and the accompanying ini settings. Next version of Dynamic Map will surely contain map components in Elven, Colored and (local map) Terrain style, though not all components for all map styles. I'm not sure whether I will consider it worth the effort to add support for other styles, though I will of course endorse it if anyone else will do the job :)


P.S. I have not yet decided whether to pack next version so that the base map overwrites your current cyrodiil map or not. The advantage of doing so, is that the base map will then be loaded when you start Oblivion, thus not adding a lag the first time you open the world map - though you will still get the lag for loading all the map components (but only the first time you open the world map I think, after that they are kept in memory). The disadvantage is that you don't get your old map back just by disabling Dynamic Map, but have to uninstall the cyroddil map too (or replace it by the one you normally use). What do you think?
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megan gleeson
 
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Post » Sun Jan 16, 2011 8:34 am

Great. I checked them now, but noticed a problem. When opening them in GIMP, both maps had a few missing cells smack in the middle of the maps. I see they're not missing in the jpg, so I'm not sure if there is some problem with the file, or with how GIMP treats it. I have a copy of Photoshop Elements at home and can check with that too, but could you (or other downloaders) check and tell me if the files are fine or not?


I've checked it out, and i also see some missing cells, in the top/top-left of elseweyr anequina. Also see some missing cells in valenwood improved, on the left side

P.S. I have not yet decided whether to pack next version so that the base map overwrites your current cyrodiil map or not. The advantage of doing so, is that the base map will then be loaded when you start Oblivion, thus not adding a lag the first time you open the world map - though you will still get the lag for loading all the map components (but only the first time you open the world map I think, after that they are kept in memory). The disadvantage is that you don't get your old map back just by disabling Dynamic Map, but have to uninstall the cyroddil map too (or replace it by the one you normally use). What do you think?


I prefer the overwrite thing. It isn't such a pain to reinstall a new worldmap, but having lag every game when i open the map for the first time... that's lame
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mishionary
 
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Post » Sun Jan 16, 2011 10:28 am

I prefer the overwrite thing. It isn't such a pain to reinstall a new worldmap, but having lag every game when i open the map for the first time... that's lame

+1
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Queen Bitch
 
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Post » Sun Jan 16, 2011 10:31 am

P.S. I have not yet decided whether to pack next version so that the base map overwrites your current cyrodiil map or not. The advantage of doing so, is that the base map will then be loaded when you start Oblivion, thus not adding a lag the first time you open the world map - though you will still get the lag for loading all the map components (but only the first time you open the world map I think, after that they are kept in memory). The disadvantage is that you don't get your old map back just by disabling Dynamic Map, but have to uninstall the cyroddil map too (or replace it by the one you normally use). What do you think?


I'm in favour of the vanilla map being replaced.
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Karl harris
 
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Post » Sun Jan 16, 2011 8:34 pm

I prefer the overwrite thing. It isn't such a pain to reinstall a new worldmap, but having lag every game when i open the map for the first time... that's lame

I also vote to overwrite. In addition to the above, reinstalling the old map is easy if the mod user is using a mod manager (which they should). In the case of BAIN, the old map re-installation becomes automatic.
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~Amy~
 
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Post » Sun Jan 16, 2011 11:03 am


Great. I checked them now, but noticed a problem. When opening them in GIMP, both maps had a few missing cells smack in the middle of the maps. I see they're not missing in the jpg, so I'm not sure if there is some problem with the file, or with how GIMP treats it. I have a copy of Photoshop Elements at home and can check with that too, but could you (or other downloaders) check and tell me if the files are fine or not?
...

P.S. I have not yet decided whether to pack next version so that the base map overwrites your current cyrodiil map or not. The advantage of doing so, is that the base map will then be loaded when you start Oblivion, thus not adding a lag the first time you open the world map - though you will still get the lag for loading all the map components (but only the first time you open the world map I think, after that they are kept in memory). The disadvantage is that you don't get your old map back just by disabling Dynamic Map, but have to uninstall the cyroddil map too (or replace it by the one you normally use). What do you think?


Yep, the cells are missing. I'll be out most of the day, I'll fix them tonight.

I vote for replacing. As jdeRau said, re-installing the orginal map is only a couple of clicks with BAIN.
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CArla HOlbert
 
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Post » Sun Jan 16, 2011 10:37 am

hey...I am currently creating a complete map set for the tamriel heightmaps..it has the complete tamriel map as a basic map instead of the cyrodiil.dds..
all other maps have been completly remade, improved and edited for compatibility reasons..
I had to change the ini data for all maps as well for ...probably you can create a subfolder for using the tamriel heightmaps or something like that :unsure: ...
if everything goes well I will send you the files this weekend...

cheers :foodndrink:
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christelle047
 
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Post » Sun Jan 16, 2011 10:55 pm

The two maps have been corrected and are available to re download.

Note that the cells in the maps are "owned" by the respective mods.
Since the two missing cells in ElsweyrAnequina are "owned" by Oblivion, they were not included when I converted the dds files and stitched them together.
The missing cells in ValenwoodImproved were an error on my part.
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Raymond J. Ramirez
 
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Post » Sun Jan 16, 2011 9:56 am

P.S. I have not yet decided whether to pack next version so that the base map overwrites your current cyrodiil map or not.

I too would go with the overwrite. Not a huge deal either way, But the perceived issue with not having it overwrite, I think is even less of a big deal than that! :D
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sarah taylor
 
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Post » Mon Jan 17, 2011 1:18 am

hey...I am currently creating a complete map set for the tamriel heightmaps..it has the complete tamriel map as a basic map instead of the cyrodiil.dds..
all other maps have been completly remade, improved and edited for compatibility reasons..
I had to change the ini data for all maps as well for ...probably you can create a subfolder for using the tamriel heightmaps or something like that :unsure: ...
if everything goes well I will send you the files this weekend...
As mentioned in PM, I plan to have a separate ini file for each map set, packed so that the correct ini file gets installed when you choose which map set to install.


The two maps have been corrected and are available to re download.
Unfortunately, the Elsweyr archive contains a second copy of the Valenwood file instead of the Elsweyr one, so you need to repackage and upload it...


I too would go with the overwrite. Not a huge deal either way, But the perceived issue with not having it overwrite, I think is even less of a big deal than that! :D
OK, I'll follow the clear vote - though I'm not sure how much it will matter to the time of opening the world map for the first time...
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LuCY sCoTT
 
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Post » Sun Jan 16, 2011 2:20 pm


Unfortunately, the Elsweyr archive contains a second copy of the Valenwood file instead of the Elsweyr one, so you need to repackage and upload it...



arrrrrggghhhh!!!! Uploading the correct file as I write this.
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Symone Velez
 
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Post » Sun Jan 16, 2011 2:00 pm

arrrrrggghhhh!!!! Uploading the correct file as I write this.

Thanks. One question about the two maps: In south, the two just don't match. They somehow make it look like the land is supposed to continue further south, but in different ways, and according to "real" Tamriel maps, the land should stop. I'm considering to just cut off the land there, but would like input.

I also have a request: Could you do Stirk too :)



Then I have a question for you all. worm82075's map pack comes with two versions of Tamriel, created from the local map (similar to what Vorians and aellis do), and created from the LOD components. IMHO the latter looked a bit better so I planned on using that, but it has some drawbacks. It lacks some detail and doesn't fit 100% with the created sub-map components. So I am leaning towards using the local map version for the base map instead. It will certainly save me a lot of work since the created map components will fit with much less work. I have uploaded two examples so you can see how they look. http://www.tesnexus.com/downloads/images/35969-1-1294665123.jpg and http://www.tesnexus.com/downloads/images/35969-2-1294665123.jpg.

To see what I mean by missing details in the LOD map, look at the road going north east from Chorrol. It is easily visible in the local map style, but not at all in the LOD style.

Anyway, if there are no objections, then I am going to create a base map that uses the local map within cyrodiil, and then blends into the lod map outside cyrodiil (because the local map looks crap outside).


Edit: Changed image links to non-thumb versions (thanks olminator)
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Betsy Humpledink
 
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Post » Sun Jan 16, 2011 7:38 pm

Then I have a question for you all. worm82075's map pack comes with two versions of Tamriel, created from the local map (similar to what Vorians and aellis do), and created from the LOD components. IMHO the latter looked a bit better so I planned on using that, but it has some drawbacks. It lacks some detail and doesn't fit 100% with the created sub-map components. So I am leaning towards using the local map version for the base map instead. It will certainly save me a lot of work since the created map components will fit with much less work. I have uploaded two examples so you can see how they look. http://www.tesnexus.com/downloads/images/thumbs/35969-1-1294665123.jpg and http://www.tesnexus.com/downloads/images/thumbs/35969-2-1294665123.jpg.

To see what I mean by missing details in the LOD map, look at the road going north east from Chorrol. It is easily visible in the local map style, but not at all in the LOD style.

Anyway, if there are no objections, then I am going to create a base map that uses the local map within cyrodiil, and then blends into the lod map outside cyrodiil (because the local map looks crap outside).


It's your mod, so do with it what you want to do! By the way, the examples you uploaded are a bit low quality. I think you've used the wrong link to the images. If you remove the /thumb part of the link, it's a bit more high quality

Anyway, the LOD map does look better (alot), but i think the local map style also looks great. In both versions the way northeast of Chorrol is visible pretty good, but i guess you're right the map components created by Aellis and Vorians won't fit in that well.

EDIT: Oh, i thought you were talking about the road leading northwest of chorrol, that one's visible in both maps. The road northeast of chorrol however is almost not visible in the LOD map indeed.
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Lizbeth Ruiz
 
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Post » Sun Jan 16, 2011 6:12 pm

Thanks. One question about the two maps: In south, the two just don't match. They somehow make it look like the land is supposed to continue further south, but in different ways, and according to "real" Tamriel maps, the land should stop. I'm considering to just cut off the land there, but would like input.

I also have a request: Could you do Stirk too :)

snip...



Yeah, that's been bugging me too. The maps are not lore correct. The dog-leg should not be there. I think the intent was to create a bay that fit within the Oblivion map space. I'd bo ok with not seeing that, but the southern part of the VI landmass does have content. As well as the islands.

Sure I'll do Stirk.


Edit - Stirk Local Map is now up at the same link as the others.
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Queen
 
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Post » Sun Jan 16, 2011 9:41 pm

Well here is my Template

http://www.4shared.com/file/H3bGWhb1/SEWorld_Size_Cell_Grid_Map_V2.html
7zip really compressed this one. wow
Thanks for the start Vorians :)

I also got a SEmap I have been working on in 4096. here is a link to the beta. I know it needs a bit of work...slowly getting to that.
http://www.4shared.com/file/3GcnegaA/SECellGridMapBetav01.html
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Kathryn Medows
 
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Post » Sun Jan 16, 2011 5:04 pm

TNO, I apologize if this has already been brought to your attention.
I literally just updated to v1.0.1.

Staight install: 00 Core and 01 Elven Map checked in BAIN. No ini changes.

My OBSE.log is littered with this message:
Invalid array access - the array was not initialized.
File: Dynamic Map.esp Offset: 0x0647 Command: Let
Error in script 05000800

And I get a Vanilla map, not the Elven. But Stirk does appear
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Thema
 
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Post » Sun Jan 16, 2011 4:19 pm

It's your mod, so do with it what you want to do! By the way, the examples you uploaded are a bit low quality. I think you've used the wrong link to the images. If you remove the /thumb part of the link, it's a bit more high quality
Links are fixed now, thanks.

Anyway, the LOD map does look better (alot), but i think the local map style also looks great.
It does look better, but will give me lots of headache. For example, the map component of Valenwood that aellis made, has a road that ends connecting to the road that goes south from Skingrad (towards some ruins), but that road is not visible on the LOD map - and I will get into similar problems with Vorian's UL components. So I think I will say that the local map style looks good enough.


Yeah, that's been bugging me too. The maps are not lore correct. The dog-leg should not be there. I think the intent was to create a bay that fit within the Oblivion map space. I'd bo ok with not seeing that, but the southern part of the VI landmass does have content. As well as the islands.
I plan to have the map cut off above this - unless you have Valenwood, in which case the map will extend further south - and just display water instead of the dog-leg. It may be improved upon later.

Edit - Stirk Local Map is now up at the same link as the others.
Great :)


http://www.4shared.com/file/H3bGWhb1/SEWorld_Size_Cell_Grid_Map_V2.html
There seems to be an error with it. I cannot open it in either GIMP nor Photoshop Elements...
EDIT: Got it to open in PE after 5-10 minutes. Not sure what's up with it, as the main tamriel file I work with is twice as big.

I also got a SEmap I have been working on in 4096. here is a link to the beta. I know it needs a bit of work...slowly getting to that.
Nice - or rather eerie. The mod is made to support maps for any number of worldspaces, so having maps for SI would be great.


TNO, I apologize if this has already been brought to your attention.
I literally just updated to v1.0.1.

Staight install: 00 Core and 01 Elven Map checked in BAIN. No ini changes.

My OBSE.log is littered with this message:
Invalid array access - the array was not initialized.
File: Dynamic Map.esp Offset: 0x0647 Command: Let
Error in script 05000800

And I get a Vanilla map, not the Elven. But Stirk does appear
Are you sure you have updated MenuQue? That error should only be possible if the call using MenuQue fails.
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Maria Garcia
 
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Post » Sun Jan 16, 2011 11:08 pm

aellis: One question about the Elsweyr Map: In the north west corner a road goes out from Elsweyr through Valenwood towards Skingrad, but that road just goes out of Elsweyr and stops in your file. When I combine it with the Valenwood file it gets connected, but I'm not sure how it should look without Valenwood. Any chance you could create the part with this road for Elsweyr (but without Valenwood)?
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Naughty not Nice
 
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Post » Sun Jan 16, 2011 4:06 pm


There seems to be an error with it. I cannot open it in either GIMP nor Photoshop Elements...



Gee... didn't think of that. Hmmmmm
The uncompressed size of the file should be 86mb ish

It was made with photoshop7 (the Professional version) (Not Elements 8)
15424 x 16388 px
Guided

It takes me about a minute or so to load it.

Sorry to say, but Elements is a really milked down version of PS7 (really milked down price also). It is just the basics basically, and probably can not open it for whatever reasons.
It should be compatible with anything above PS7. Ex. CS, CS2, CS3, CS4, CS5

Maybe Vorians can open it or maybe I should just upload it to the nexus if anyone else might want to help and have PS7 or higher.
Although I can save just the pngs for you.
http://www.4shared.com/file/DHayP3EZ/SEWorld_Size_Cell_Grid_Map_V2_.html
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Jordan Fletcher
 
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Post » Sun Jan 16, 2011 3:33 pm

I have now uploaded http://www.tesnexus.com/downloads/images/35969-1-1294739525.jpg showing Ancient Yiews and Ancient Redwoods. It looks quite good, but something that strikes me when looking at it, is that Vorian's created map components look quite a lot better than worm82075 map - so I wonder: How difficult would it be to re-create the base map with the same settings as Vorians used. With InfranView and ImageStitcher, the work is to create the cell images, the cropping, resizing and combining will be mostly automatic. worm82075's base map is 25 pixels per cell, so the images should be resized to this after cropping in InfranView, making the entire image size manageable. Is this something either of you could do?


Gee... didn't think of that. Hmmmmm
The uncompressed size of the file should be 86mb ish

It was made with photoshop7 (the Professional version) (Not Elements 8)
15424 x 16388 px
Guided

It takes me about a minute or so to load it.

Sorry to say, but Elements is a really milked down version of PS7 (really milked down price also). It is just the basics basically, and probably can not open it for whatever reasons.
It should be compatible with anything above PS7. Ex. CS, CS2, CS3, CS4, CS5
I know - I am content with using GIMP for free - but it failed opening this. Maybe you could make a downscaled version in photoshop format? I'm not sure how large each cell is in your file, but there's no need in having it that large...
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Queen Bitch
 
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Post » Sun Jan 16, 2011 4:48 pm

The 256x256 tiles generated by Minimap fit in the grids. on the background perfectly.
The guides are on a 241 spacing to acommodate for imagestitcher.
I can then go back in SI and wander around and regenerate the problem maps with / (NUMPAD)
Then merge them into the flattened image correcting spots here and there to create the perfect map.
Then resize the image with best quality to 4096 or whatever. (300ppi) and then correctly position it. and save it.
Original map size is 1024 IIRC

Yeah it can be a pain doing all those steps, but quality is what I am after here.
Currently in the process of making a custom brush to give the water a feel similar to the elven maps.

What are you doing to resize the Tamriel maps?
Better put , what will the size of the 256 or 241 tile be after you resize it?
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Adam
 
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Post » Sun Jan 16, 2011 11:30 pm

What are you doing to resize the Tamriel maps?
Better put , what will the size of the 256 or 241 tile be after you resize it?
For a Cyrodiil map of vanilla size (which most map mods use), the size is around 17.3 pixels per cell (from 241). The terrain map I'm working on with worm82075's base map, is 25 pixels per cell. SI, being smaller, could use a somewhat larger resolution, but not as much as twice as large.
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JD FROM HELL
 
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Post » Sun Jan 16, 2011 2:15 pm

Any way here is a cropped 20x20 cell grid template, a 10x10, and a a set of my actions which includes a 241 spacing for making guides(SI size)
Since you dont need that many guides you can just delete the ones you don't need. The vertical and horizontals are separated by reset color swaths command

http://www.4shared.com/file/1MGB-SVi/SmallerCellGridTemplates.html
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Wanda Maximoff
 
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Post » Mon Jan 17, 2011 2:05 am

http://www.4shared.com/file/H3bGWhb1/SEWorld_Size_Cell_Grid_Map_V2.html
7zip really compressed this one. wow
Thanks for the start Vorians :)



There seems to be an error with it. I cannot open it in either GIMP nor Photoshop Elements...
EDIT: Got it to open in PE after 5-10 minutes. Not sure what's up with it, as the main tamriel file I work with is twice as big.


I was able to open the file in 6 seconds (with a warning that I didn't have the font used). I am using Photoshop CS 4, so it looks like GIMP and PE have issues with something in the file if they take so long to load.

I've slightly lost track of things here the last few days, I see that TheNiceOne has requested the entire vanilla Tamriel worldspace be regenerated. A number of new utilities for local map work have been made available, do any of them replace the CS or game for actual DDS generation? As the problem I have with generating large areas, is that the CS won't include the trees beyond the cellgridstoload area (as noted in one of my earlier posts) but will generate every single cell in the worldspace if requested, while the game will only generate those within the cellgridstoload area and nothing more.
Which way did Metallicow use to create the Shivering Isles local map?
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teeny
 
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