[RELz] Dynamic Map

Post » Sun Jan 16, 2011 9:04 pm

Which way did Metallicow use to create the Shivering Isles local map?

The Boots of Blinding speeeeeeeeeeeeeeeedx8000.....erm well.. I crashed a few times with that one. LOL
Had to scale the boots down a bit 5000, 4000, 3000, 2000, 1000, 500, 100
TCL, TAI, whatever else might matter. cocX face straight direction with compass hit auto run to the sky, level out, go get a :foodndrink:
And Minimap.
Then I converted and stitched the images.

Edit: The font is Arial, which should be a standard in windows IIRC. I have it set to black.
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Alycia Leann grace
 
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Post » Sun Jan 16, 2011 7:27 pm

I'm not too sure how the boots of blinding speed would help? It would be much more accurate to simply use the coe console command to teleport directly into the cell you want as the centre of the local map generation, surely? olmp will only generate the cells within the cellgridstoload setting from your INI, so shooting up into the sky or running super fast across the world wouldn't make any difference.

As for the font, I misread the message, it simply wanted the disabled layer "updated for vector based output".
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kelly thomson
 
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Post » Sun Jan 16, 2011 4:28 pm

I'm not too sure how the boots of blinding speed would help? It would be much more accurate to simply use the coe console command to teleport directly into the cell you want as the centre of the local map generation, surely? olmp will only generate the cells within the cellgridstoload setting from your INI, so shooting up into the sky or running super fast across the world wouldn't make any difference.

As for the font, I misread the message, it simply wanted the disabled layer "updated for vector based output".


From the textures I have generated, it seems olmp doesn't do the same job as what minimap does by default. Some of the textures are blurry.
There are some clipping issues with the trees in some cells tho.. If that can be fixed easily?

Edit: Are you using Certain INIedits when you generate the textures, and if so could you provide a BAIN package please..one geared specifically for generating the maps with olmp.
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Ella Loapaga
 
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Post » Sun Jan 16, 2011 3:47 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)?

Sure.

As to the error messages, yes I have MenuQue v7 installed.
I just started using mTES4. I only thought MenuQue was installed in my modding folder. :facepalm:

The NW corner of Elsweyr with VI is up on the usual link. If there are not enough cells, I can easily add more.
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kat no x
 
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Post » Sun Jan 16, 2011 12:42 pm

From the textures I have generated, it seems olmp doesn't do the same job as what minimap does by default. Some of the textures are blurry.
There are some clipping issues with the trees in some cells tho.. If that can be fixed easily?

Edit: Are you using Certain INIedits when you generate the textures, and if so could you provide a BAIN package please..one geared specifically for generating the maps with olmp.


IIRC, Minimap uses olmp. So the results would be the same.

These are the ini changes I made:
uGridDistantTreeRange=9
uGridDistantCount=9
uGridsToLoad=9
iPreloadSizeLimit=52428800
uNumDepthGrids=1

In game I set the video sliders all to 0 except for Tree Fade and View Distance (100%).
Turn off Distant Land.
Turn off all water options.

As you get into each cell, before you use olmp, use FW 38eee to set the weather to clear and exit / re-enter the console.
(Using a different weather changes the shade of blue for water.)

As to the trees, I don't think there is anything to be done about it. I have not yet found a combination of settings to "fix" that.

And last, (at least on my system) the bottom cells of the grid mapped are missing the bottom 1 or 2 pixels across the cell.

I've found if you coe from left to right and from bottom to top top to bottom, you overwrite those cells.

For example you would progress in this order:

[-58, -17] [-50, -17] [-42, -17] [-58, -9] [-50, -9] [-42, -9] [-58, -1] [-50, -1] [-42, -1]
[-58, -1] [-50, -1] [-42, -1] [-58, -9] [-50, -9] [-42, -9] [-58, -17] [-50, -17] [-42, -17]
You want to jump to one cell less than your ugridstoload setting for best results.


Edit: Oops.
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Oyuki Manson Lavey
 
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Post » Mon Jan 17, 2011 3:27 am

From the textures I have generated, it seems olmp doesn't do the same job as what minimap does by default. Some of the textures are blurry.
There are some clipping issues with the trees in some cells tho.. If that can be fixed easily?

Edit: Are you using Certain INIedits when you generate the textures, and if so could you provide a BAIN package please..one geared specifically for generating the maps with olmp.


I don't know what minimap is, but yes the results did seem a little blurry looking at your SI map results. You get the slight clipping to trees with olmp too, and also when using the CS to generate the local maps, so that's unavoidable.

As for a BAIN package, no chance, I've never used BAIN, have no clue how it works, and didn't know you could create a package to actually edit Oblivion.ini, that sound real scary to me! Anyway aellis has provided the settings we both adjusted for local mapping. Manual INI editing, that I feel comfortable with.

I don't believe that the following two are necessary edits though:
uGridDistantTreeRange=9
uGridDistantCount=9

Also, I tended to have a ugridstoload count of 11 or sometimes even 13 (as long as it didn't crash) so as to cover more cells in one go.
uGridsToLoad=11

I always used olmp during the daytime, I don't know whether using it at night might have an affect, it'll probably darken the water so that it doesn't match the ones Aellis and I have generated so far.

My gaming PC is practically dead at the moment so I cannot do anything modding-related at all right now :(
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Jimmie Allen
 
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Post » Sun Jan 16, 2011 10:07 pm

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?
Yes, it just occured to me how much better your UL map components look, especially due to the visible trees. I am working on them, it takes quite some time to make each fit perfectly on the map, mostly since the edges need to be properly blurred. But I'm working my way through them and have done 14 so far, so I'm more than halfway :)

The utilities provided does not help with CS or DDS generation, but makes you only need to do two automated steps after than. One to automatically crop, rescale and convert every cell to png, and one to automatically glue them all correctly together to one large image.


EDIT: Vorians, any chance you have the vanilla cells that were generated when you generated the UL maps? I'm especially looking for the cells for ULs that have a convoluted shape, like Imperial Isle and Panther River. Since the underlaying map lack trees and generally looks a bit worse, the gaps is noticeable, so I would very much like to fill them in. It is good enough to get the raw cell images for those ULs if you still have them :)
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Kaylee Campbell
 
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Post » Sun Jan 16, 2011 5:01 pm

Well then generating local maps for the entire vanilla Tamriel worldspace in-game would take ages to produce, I should think.

What is needed is some way to automate the movement across the landscape and running the olmp command, which I'm certain must be scriptable, though I wouldn't know how to do it. Something like (not proper scripting, some commands are even made up though there are probably genuine ones with different IDs):

scn BlurredLifeScriptShort LocXShort LocYBegin GameModeIf (Timer == 0) && (LocX <= 69)	Set LocX to (GetCurrentCell X)	Set LocY to (GetCurrentCell Y)	coe (LocX + 11), LocY	olmp	Set Timer to 10000EndIfIf LocX > 69	StopQuest BlurredLifeEndIfEnd


This assumes that CellGridsToLoad in the INI is set to 11, and that timers count milliseconds, thus the timer counts down 10 seconds (I've never scripted a timer before, I don't know how they're triggered etc.) before moving on to a new cell.
Again I point out that this is NOT a genuine script, I made some things up which must exist in either vanilla or OBSE scripting but with different IDs.

What you would then do is coe to the west-most cell you want to start from (e.g. 1,-30 if mapping around Leyawiin), use the olmp command once, and then run the quest this script was attached to. The game would automatically teleport the player 11 cells east (LocX + 11) while maintaining the Y coordinate from the current location. The script would run olmp and 10 seconds after arriving at this location would run again, teleporting the player another 11 cells east, repeating until LocX exceeded 69 (I believe this is the last vanilla cell in the game on the X coordinate).
Now coe to a cell 10 cells south of your previous starting location (10 because this will overlap with the bottom cells from the previous run, thus overwriting the cells with the black two-pixel line along the bottom), use olmp once, and run the quest to start the script again.

So, where did I go wrong with this idea?
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Reven Lord
 
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Post » Mon Jan 17, 2011 12:07 am

Timer should be 10.
How exactly would you call commands like cow,coe,coc. in a script?
Not sure if OBSE has something to offer other than SetOLMPGrids & OutputLocalMapPicturesOveride

It could work I guess.

I don't see how generating Tamriel in-game whole could take that long.
I already did whole SI in-game, just playing around for a couple of hours. sight-seeing
Of course the boots would be required. just don't go overboard. 8000 is way too much(in tamriel)
coe use 5000 boots be across tamriel real quick-like. All x tiles on that row done real quick-like.
All depends on what each system can handle without CTD.

Why not make a temporary file on nexus where tiles can be dumped by everyone?
I got tiles, you got tiles, everyone has tiles.
DL and throw all tiles into a temp folder and pow, there ya go instamap minus time to fix water colors.

EDIT: Ask Kyoma. He made http://www.tesnexus.com/downloads/file.php?id=26220. He ought to have them all(or at least quite a bit of them)
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Naazhe Perezz
 
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Post » Sun Jan 16, 2011 1:42 pm

Ahh, a scripted method. I didn't really think of that before.
I think I give it a whirl. See what shakes out.
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matt
 
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Post » Sun Jan 16, 2011 2:27 pm

I've modified Vorians' script above into something that will actually compile in the CS. Here it is:
ScriptName BlurredLifeScriptShort DoOnceShort LocXShort TakepicShort uGridsSettingFloat fQuestDelayTimeBegin GameModeIf DoOnce == 0        Set DoOnce to 1        Set fQuestDelayTime to 10        Set uGridsSetting to (GetGridsToLoad - 1)        OutputLocalMapPicturesOverride        ReturnEndIfIf TakePic == 1        OutputLocalMapPicturesOverride        Set TakePic to 0        ReturnEndIfIf (LocX <= 69)        Set LocX to PlayerRef.GetPos x        PlayerRef.SetPos x, (LocX + uGridsSetting)        Set TakePic to 1        ReturnElseIf (LocX > 69)        Set LocX to 0        StopQuest BlurredLifeEndIfEnd


The procedure would be to save the above as a quest script, create a quest, attach the script to the quest, uncheck the "Start game enabled" flag and save the plugin. When in the game, COE to the west-most cell then start the quest.

The only problem I currently have with the script is that I am not sure whether GetPos and Setpos will be up to the task. You might need to multiply uGridsSetting by the width of a worldspace grid to make it work.
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Jennifer Munroe
 
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Post » Mon Jan 17, 2011 6:01 am

Greetings TheNIceOne :wavey:


I've just upload a special map that Vargr created by request from a mod user with Hammerfell included based on Elven Map Compilation mod. :)
You may want to change the map a little, because Vargr didn't add Hammerfell with elven map style it's vanilla style.

http://www.fliggerty.com/phpBB3/viewtopic.php?f=51&t=3783

I think you have saved some time with this map in your dynamic map mod. ;)
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Danny Warner
 
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Post » Sun Jan 16, 2011 10:22 pm

I just worked out a script to do tamriel. First run produced mapping for a approximately 2500 cells before crashing.
No need for a timer. The autosave seems to function for that. It took about 4-5 minutes to do them before crashing.

It's not elegant, but it'll do the trick.
When OB crashes, it picks up where it left off.
I think I still need to tweak it a bit, but it's close.
Spoiler
scriptname aeMapQSshort xshort yshort Initstring_var LocXstring_var LocYbegin gamemode		if Init == 0		if x == 0			set x to 64		endif		if y == 0			set y to 55		endif		set Init to 1	endif		let LocX := $(x)	let LocY := $(y)			RunScriptLine "coe %z, %z" LocX, LocY	printc "Cell %z, %z" LocX, LocY	RunScriptLine "fw 38eee"	RunScriptLine "olmp"	Autosave			if x > -64		set x to (x - 10)	elseif y > -54		set x to 64		set y to (y - 10)	else 		StopQuest aeMapQuest	endif	end


edit: I see that JdeRau beat me to the punch. I don't know that GetPos or SetPos are needed.
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Mark
 
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Post » Mon Jan 17, 2011 4:29 am

Timer should be 10.
How exactly would you call commands like cow,coe,coc. in a script?
Not sure if OBSE has something to offer other than SetOLMPGrids & OutputLocalMapPicturesOveride

It could work I guess.

I don't see how generating Tamriel in-game whole could take that long.
I already did whole SI in-game, just playing around for a couple of hours. sight-seeing
Of course the boots would be required. just don't go overboard. 8000 is way too much(in tamriel)
coe use 5000 boots be across tamriel real quick-like. All x tiles on that row done real quick-like.
All depends on what each system can handle without CTD.

Why not make a temporary file on nexus where tiles can be dumped by everyone?
I got tiles, you got tiles, everyone has tiles.
DL and throw all tiles into a temp folder and pow, there ya go instamap minus time to fix water colors.

EDIT: Ask Kyoma. He made http://www.tesnexus.com/downloads/file.php?id=26220. He ought to have them all(or at least quite a bit of them)


I still don't see how the Boots of Speed mod helps, the COE command takes you directly to the middle of the cell you want to centre the ugrid on anyway. And don't forget that the Shivering Isles map was slightly blurred when compared to the local maps generated with the normal olmp command.

OBSE offers scripting to run console script commands which normally wouldn't work in scripts (as demonstrated by aellis' rewrite of my script).

The owner of TESNexus wouldn't like that idea, Nexus is not a file storage site, he doesn't approve of people using it for personal/private/group file shares. If this is desired, there are free FTP sites available.

I've modified Vorians' script above into something that will actually compile in the CS. Here it is:
Spoiler
ScriptName BlurredLifeScriptShort DoOnceShort LocXShort TakepicShort uGridsSettingFloat fQuestDelayTimeBegin GameModeIf DoOnce == 0        Set DoOnce to 1        Set fQuestDelayTime to 10        Set uGridsSetting to (GetGridsToLoad - 1)        OutputLocalMapPicturesOverride        ReturnEndIfIf TakePic == 1        OutputLocalMapPicturesOverride        Set TakePic to 0        ReturnEndIfIf (LocX <= 69)        Set LocX to PlayerRef.GetPos x        PlayerRef.SetPos x, (LocX + uGridsSetting)        Set TakePic to 1        ReturnElseIf (LocX > 69)        Set LocX to 0        StopQuest BlurredLifeEndIfEnd


The procedure would be to save the above as a quest script, create a quest, attach the script to the quest, uncheck the "Start game enabled" flag and save the plugin. When in the game, COE to the west-most cell then start the quest.

The only problem I currently have with the script is that I am not sure whether GetPos and Setpos will be up to the task. You might need to multiply uGridsSetting by the width of a worldspace grid to make it work.



I just worked out a script to do tamriel. First run produced mapping for a approximately 2500 cells before crashing.
No need for a timer. The autosave seems to function for that. It took about 4-5 minutes to do them before crashing.

It's not elegant, but it'll do the trick.
When OB crashes, it picks up where it left off.
I think I still need to tweak it a bit, but it's close.
Spoiler
scriptname aeMapQSshort xshort yshort Initstring_var LocXstring_var LocYbegin gamemode		if Init == 0		if x == 0			set x to 64		endif		if y == 0			set y to 55		endif		set Init to 1	endif		let LocX := $(x)	let LocY := $(y)			RunScriptLine "coe %z, %z" LocX, LocY	printc "Cell %z, %z" LocX, LocY	RunScriptLine "fw 38eee"	RunScriptLine "olmp"	Autosave			if x > -64		set x to (x - 10)	elseif y > -54		set x to 64		set y to (y - 10)	else 		StopQuest aeMapQuest	endif	end


edit: I see that JdeRau beat me to the punch. I don't know that GetPos or SetPos are needed.


Ah, two people have taken my scribblings and turned them into real scripts, thanks!
Well, it looks like aellis is well on his way to creating the entire Tamriel worldspace local map, I'm sure he'll be done before the replacement parts for my faulty PC arrive and are fitted...
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rheanna bruining
 
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Post » Mon Jan 17, 2011 3:01 am


Ah, two people have taken my scribblings and turned them into real scripts, thanks!
Well, it looks like aellis is well on his way to creating the entire Tamriel worldspace local map, I'm sure he'll be done before the replacement parts for my faulty PC arrive and are fitted...

Well my script is slightly off, but it works.
I realized I wasn't hopping cells in the correct sequence. I fixed that am now generating the maps proper.
I also added a set gamehour line to make sure however long it takes, it is always noon.
This will be the Vanilla Tamriel as I won't have any other mods or DLC's loaded.
Buty it's working wonderfully. I'll have this done tonight and have it up on 4shared. I imagine it will be a huge file.
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oliver klosoff
 
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Post » Sun Jan 16, 2011 9:36 pm

I think Aellis' script is the better one. I completely forgot about OBSE's new RunScriptLine command. It also sets out to auto-generate all of Tamriel's local maps in one go and sets the weather to clear.

The only suggestion I can give is that you may be able to reduce the number of crashes you experience if you add the http://cs.elderscrolls.com/constwiki/index.php/PurgeCellBuffers command after "Autosave". Also, what does "let LocX := $(x)" do exactly?
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A Boy called Marilyn
 
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Post » Mon Jan 17, 2011 12:15 am

As for a BAIN package, no chance, I've never used BAIN, have no clue how it works, and didn't know you could create a package to actually edit Oblivion.ini, that sound real scary to me! Anyway aellis has provided the settings we both adjusted for local mapping. Manual INI editing, that I feel comfortable with.


Try it, you'll like it. You'll most likley decide to dump OBMM/Manual forever. The scripted wizard installs are much easier to write also and provide a fancier look(in my opinion)
As for scary, OBMM is scary in this aspect,in my opinion. BASH gives you full control of all ini edits and which ones you want to apply(also the ability to quickly revert back to Oblivion_default.ini)

Anyway, Glad to here the scripted map generation got figured out. Congrats. :celebration: I seem to have failed on that one.
I usually can't get oddball scripts like that to work properly for one reason or another. CS scripts aren't exactly my strong point.

@ aellis: A packaged mod with included Initweaks for BAIN/IniEdits Tab would be excellent.
Ex: Package structure
00 Olmp Map generation mod
01 Bash Ini tweaks

Ex of an ini tweak.

uGridsToLoad=11[OlmpGenMapTiles_usertweak].ini
~uGridsToLoad=5[Oblivion_default].ini

Maybe include all the iniedits in one tweak instead of multiple. One containing all usertweaks and one containing all the affected [Oblivion_default] settings.
That way there is only two ini tweaks included in the archive.
Anyway, this would be the best way to manage this in Bash/BAIN.
:goodjob:

Also ;Commenting the script as to what each line actually does and how it affects everything would be a plus.
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Sista Sila
 
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Post » Sun Jan 16, 2011 9:54 pm

I think Aellis' script is the better one. I completely forgot about OBSE's new RunScriptLine command. It also sets out to auto-generate all of Tamriel's local maps in one go and sets the weather to clear.

The only suggestion I can give is that you may be able to reduce the number of crashes you experience if you add the http://cs.elderscrolls.com/constwiki/index.php/PurgeCellBuffers command after "Autosave". Also, what does "let LocX := $(x)" do exactly?


let LocX := $(x) converts the numeric variable "x" to the string variable "LocX" so it can be used in RunScriptline.

Thanks for the tip on purging. I've run through it twice now and have the script set up to cover all of the vanilla tamriel and a one cell buffer outside.
But there are some areas that persist in not generating the proper water color. I'm not sure if it's a problem with the script or if there is something with the cell.

My script with the change suggested by JdeRau is this:
Spoiler
scriptname aeMapQSshort xshort yshort Initstring_var LocXstring_var LocYbegin gamemode		if Init == 0		set x to -60		set y to 55		set Init to 1		set GameHour to 12.00	endif		let LocX := $(x)	let LocY := $(y)	RunScriptLine "coe %z, %z" LocX, LocY		if GetIsCurrentWeather Clear == 0		ForceWeather Clear 1	endif		if GameHour > 14.00		set GameHour to 13.00	endif			printc "Currently in cell %z, %z." LocX, LocY	RunScriptLine "olmp"	Autosave	PurgeCellBuffers		if x < 59 		set x to (x + 10)	elseif x <= 60 		set x to 65	elseif y > -20 		set x to -60		set y to (y - 10)	elseif y <= -20 && y > -60		set x to 5		set y to (y - 10)	elseif y <= -70		set x to 5		set y to -60	else 		StopQuest aeMap	endif	end


When stitched together, the png is a bit over 230 mb.



@Metallicow
Sure, I'll package it up for ya.
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Alexx Peace
 
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Post » Mon Jan 17, 2011 2:33 am

Well my script is slightly off, but it works.
I realized I wasn't hopping cells in the correct sequence. I fixed that am now generating the maps proper.
I also added a set gamehour line to make sure however long it takes, it is always noon.
This will be the Vanilla Tamriel as I won't have any other mods or DLC's loaded.
Buty it's working wonderfully. I'll have this done tonight and have it up on 4shared. I imagine it will be a huge file.
This is really greatly appreciated :) Btw, you can set up InfranView to scale each cell down to 25x25. That is still 45% larger in each direction, than vanilla.
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liz barnes
 
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Post » Mon Jan 17, 2011 1:11 am

let LocX := $(x) converts the numeric variable "x" to the string variable "LocX" so it can be used in RunScriptline.

Thanks for the tip on purging. I've run through it twice now and have the script set up to cover all of the vanilla tamriel and a one cell buffer outside.
But there are some areas that persist in not generating the proper water color. I'm not sure if it's a problem with the script or if there is something with the cell.

My script with the change suggested by JdeRau is this:
Spoiler
scriptname aeMapQSshort xshort yshort Initstring_var LocXstring_var LocYbegin gamemode		if Init == 0		set x to -60		set y to 55		set Init to 1		set GameHour to 12.00	endif		let LocX := $(x)	let LocY := $(y)	RunScriptLine "coe %z, %z" LocX, LocY		if GetIsCurrentWeather Clear == 0		ForceWeather Clear 1	endif		if GameHour > 14.00		set GameHour to 13.00	endif			printc "Currently in cell %z, %z." LocX, LocY	RunScriptLine "olmp"	Autosave	PurgeCellBuffers		if x < 59 		set x to (x + 10)	elseif x <= 60 		set x to 65	elseif y > -20 		set x to -60		set y to (y - 10)	elseif y <= -20 && y > -60		set x to 5		set y to (y - 10)	elseif y <= -70		set x to 5		set y to -60	else 		StopQuest aeMap	endif	end


When stitched together, the png is a bit over 230 mb.



@Metallicow
Sure, I'll package it up for ya.


Almost certainly, occasional water discolouration will be due to the player being in/underwater when olmp is run. Being in water changes how the water appears in the local map DDS files. A possible work-around would be to add "player.SetPos Z 200" (or higher) after "RunScriptLine "coe %z, %z" LocX, LocY"
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Romy Welsch
 
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Post » Mon Jan 17, 2011 5:46 am

I have make the components for the Colored Map style =>
http://www.mediafire.com/?cr5y8rqfc7f9cxf

It contains 2 .psd : Map Vanilla Colored by Bobbyx (with corrected cities => http://www.tesnexus.com/downloads/file.php?id=31809) + Elsweyr + Sutch + Stirk + Leyawiin Reborn + Hammerfell + Valenwood (not really the map detailled, just here for according with the Elsweyr component and the Map Colored) For the components I have used this mod => http://www.tesnexus.com/downloads/file.php?id=26329

...

However it is a first test, and if you like it I will be able to try to make some of other and to arrange the colors, so that very agrees better (sorry, I didn't have time to arrange the colors).
If you're still reading the thread, then please go ahead - I would very much like a version with matched colors.
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Brιonα Renae
 
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Post » Mon Jan 17, 2011 3:18 am

:D
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ImmaTakeYour
 
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Post » Mon Jan 17, 2011 5:44 am

Damn RL!!!

Work cut into my modding time today. Just got in after twelve hours.

@TNO, ok, 45 x 45.

@vorians - Thanks for the tip - I'll give it a whirl.

And FYI, adding the PurgeCellBuffers cut the number of crashes in roughly half. From about 10-12 to 6.


Edit:
The Tamriel Map is up.
The SetPos trick worked. Though I needed to also add a TCL to keep from falling into the water.
Also, I have'nt determined what was causing a problem yet, but the hop from [30, -25] to [40, -25] kept crashing OB.
In exasperation, I manually coe'd there with the mapquest disabled on a clean save to finish the run.
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natalie mccormick
 
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Post » Mon Jan 17, 2011 12:04 am

The Tamriel Map is up.
Many thanks :foodndrink:
I have had time to merge it with worm82075's LOD map (using your inside Cyrodiil and then blending into the LOD map outside the borders), and refitted most UL mods to this map (5 or so left). So many thanks to you and Vorians for the great effort.
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BrEezy Baby
 
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Post » Sun Jan 16, 2011 10:17 pm

Time for a http://www.gamesas.com/index.php?/topic/1158730-relz-dynamic-map/.

This one should be closed.
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Frank Firefly
 
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