[WIPz] Elsweyr's Kingdom of Rimmen (Thread 2)

Post » Sat Nov 27, 2010 1:10 pm

Took a little ship voyage to Onra's Firsthold on Summerset yesterday, and wondered if it would be possible to do a 'whole Tamriel' ingame map. Or would that scale down the map until you can't read it anymore?


Where's you get the summerset mod from? I've looked for somethign like that a while ago, but couldn't find anything, so I gave up.
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Maeva
 
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Post » Sat Nov 27, 2010 1:17 pm

you can find first hold right http://tesnexus.com/downloads/file.php?id=30429 norinvaux. only the ports has npc's and such, the rest is just exteriors
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Michael Russ
 
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Post » Sat Nov 27, 2010 2:55 pm

those are really good google! you happen to know what font the the maps names use do ya?

No, sadly I do not. :/
and thank you! :)
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Sophie Louise Edge
 
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Post » Sat Nov 27, 2010 5:34 pm

your welcome, they look alot better than mine came out!
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maddison
 
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Post » Sat Nov 27, 2010 12:23 pm

your welcome, they look alot better than mine came out!

No, yours arent as bad as you are suggesting. At first I thought you had used mine. :P
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Anne marie
 
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Post » Sat Nov 27, 2010 3:29 pm

oh really? lol i used these maps from bethesda: http://www.uesp.net/wiki/File:Skyrim_map_Oblivion.jpg and http://www.uesp.net/wiki/File:Racemap05S-Morrowind.jpg. i used the magnetic wand tool in photoshop to find the edges and draw in the land mass and water
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Honey Suckle
 
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Post » Sat Nov 27, 2010 6:02 pm

oh really? lol i used these maps from bethesda: http://www.uesp.net/wiki/File:Skyrim_map_Oblivion.jpg and http://www.uesp.net/wiki/File:Racemap05S-Morrowind.jpg. i used the magnetic wand tool in photoshop to find the edges and draw in the land mass and water

Thats exactly what i did. :o
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Petr Jordy Zugar
 
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Post » Sat Nov 27, 2010 7:31 pm

lol no wonder they look the same :P
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Dan Stevens
 
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Post » Sat Nov 27, 2010 11:04 am

cool map onra! i love the yellow and black together it looks so cool



it is just a bmp of the tamriel heightmap (all maps combined) made with TesAnnwyn..then resized and saved as dds file....could be a good base for an ingame map....
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Manny(BAKE)
 
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Post » Sat Nov 27, 2010 8:50 am

Why not start like they generated the UESP Wiki Google map? But that has to wait until great god onra has finished all parts of Tamriel :P.

Just curious: would be possible to add a landmass far away from Tamriel? Let's say free 'ocean' for about the whole width of Tamriel and then the new landmass begins? Or is there a hard limit, e.g. cell number can't be greater that +/-64? Not that I want to do something like this myself ...

But now back to harsh 'reality' and some bad news about merging the ESPs. Dump foul I am I did to many changes on the worldspace. A little bit thinking should have told me that this can't work. Think I can fix it with some very ugly snipping, but not today. Will take me at least the whole weekend.

So my dear Co-Modders, is it o.k. for you to wait until next week? You can continue with interior cells, they are no problem, but working in the exterior worldspace should stop until I fixed it.
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Breanna Van Dijk
 
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Post » Sat Nov 27, 2010 3:59 am

Just curious: would be possible to add a landmass far away from Tamriel? Let's say free 'ocean' for about the whole width of Tamriel and then the new landmass begins? Or is there a hard limit, e.g. cell number can't be greater that +/-64? Not that I want to do something like this myself ...

What are you planning...? ;)
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Steph
 
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Post » Sat Nov 27, 2010 12:38 pm

No, sadly I do not. :/
and thank you! :)



The name of the font is Hesperides Demo. You can see it in http://i776.photobucket.com/albums/yy46/igerup/games/Untitled68.png I've made. As for getting the markers to show up properly on my 7000 x 5228 cyrodil_resized.dds I've set the "usable dimensions" to: x = 7000 y = 5240 and the cell coordinates to:
NW x = -165
NW y = 80
SE x = 116
SE y = -129

I've also had to scale down each 1024x1024 Tesannwyn generated map to 800x800 to make them all match up. Apparently each exterior cell has to be 24x24 pixels (with a few decimals) in order for the game engine to place map markers correctly. If using the menus/ and not the /menus50, /menus80 worldmap.
The northern tip of Skyrim (Solitude) is cut off
and there's a black emptiness where Morrowind is supposed to be. Apart from that I'?ve got all of Tamriel on the game-map. Including Stros M'kai.

Hope this little tidbit helps. Oh, you have to make an esp with the above changes and load it after your Bash patch but before Streamline or any similar mod.
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NeverStopThe
 
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Post » Sat Nov 27, 2010 9:15 am

I just LOVE the potential of seeing the whole of Tamriel being explorable!
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brandon frier
 
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Post » Sat Nov 27, 2010 10:01 am

The name of the font is Hesperides Demo.

:o :D
I love you! Thank you so much! i was just seaching everywhere for that!
Thank you!
Now I can complete my Summerset Map.
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Undisclosed Desires
 
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Post » Sat Nov 27, 2010 6:04 am

Don't forget to make the first letter in each place-name a larger size than the rest of the name; for example I use size 36 for "S" and size 30 for "kyrim" . It makes the names match the ones in excisting maps (modders and gamesass) better. Then it's just a matter of resizing/scaling/etc in Photoshop. I made a psd-file with loads of names from Tamriel that I just copy/paste into my map whenever onra has a new heightmap ready :laugh:
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Vicky Keeler
 
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Post » Sat Nov 27, 2010 1:32 pm

Why not start like they generated the UESP Wiki Google map? But that has to wait until great god onra has finished all parts of Tamriel :P.

Just curious: would be possible to add a landmass far away from Tamriel? Let's say free 'ocean' for about the whole width of Tamriel and then the new landmass begins? Or is there a hard limit, e.g. cell number can't be greater that +/-64? Not that I want to do something like this myself ...

But now back to harsh 'reality' and some bad news about merging the ESPs. Dump foul I am I did to many changes on the worldspace. A little bit thinking should have told me that this can't work. Think I can fix it with some very ugly snipping, but not today. Will take me at least the whole weekend.

So my dear Co-Modders, is it o.k. for you to wait until next week? You can continue with interior cells, they are no problem, but working in the exterior worldspace should stop until I fixed it.

thats fine with me, mostly interior work and npc's need to be made for mine anyways. i was thinkin 5 or 6 skooma houses and tents in the lower class area?
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Jodie Bardgett
 
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Post » Sat Nov 27, 2010 6:54 am

Hey, anybody know what the inside of the upper-class houses should look like? I have no idea :S
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Charlotte Lloyd-Jones
 
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Post » Sat Nov 27, 2010 7:00 pm

there should be an interior in the CS for each house type. if you have UC05 there should be and UC05int static as well
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Sarah Kim
 
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Post » Sat Nov 27, 2010 7:38 am

Do any of you guys want ot take over Torval after Rimmen is complete? Or even work on it now, for that matter? :P
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Laura Tempel
 
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Post » Sat Nov 27, 2010 5:36 am

Are you going to add an alley with some passed out/stoned drunks or maybe an occasional dead drunk?
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Lakyn Ellery
 
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Post » Sat Nov 27, 2010 4:03 am

@iggey: Wow, that map info is perfect. Need a map for my frozen Fuyohin island mod, which is currently in a separate worldspace; much easier now, thanks a lot!

@googlepox: planning? As I've got this incredible side's sailing ships now, it would be nice to have my island within Tamriel worldspace. Putting it somewhere east of Morrowind would be best, and not to close, to avoid conflicts. No, I'm not thinking about Akavir in Tamriel worldspace, that's another team's responsibility :P.

Do any of you guys want ot take over Torval after Rimmen is complete? Or even work on it now, for that matter? :P

Torval is no option for me, if Elsweyr then Senchal. But first thing after Rimmen (if we finish before TES V release ;)) will be my Fuyohin island.

@Johnn123, Norinvaux: please stop anything, as even interiors won't be easily mergeable anymore now. Had to change too much.

I'm making good progress with merging, better than expected, hope I can finish it today. So far only the door connections got lost, but there's still a chance to fix even that.
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Reanan-Marie Olsen
 
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Post » Sat Nov 27, 2010 7:08 pm

there should be an interior in the CS for each house type. if you have UC05 there should be and UC05int static as well


I realise that, but what should I put in the interiors? (only for future knowledge, as we can't make interiors yet [specified by Auryga above])
I just wasn't sure how the interior clutter should be styled, and what sort of interior clutter I should use.
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Bigze Stacks
 
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Post » Sat Nov 27, 2010 8:40 am

I realise that, but what should I put in the interiors? (only for future knowledge, as we can't make interiors yet [specified by Auryga above])
I just wasn't sure how the interior clutter should be styled, and what sort of interior clutter I should use.

Just a suggestions: like in Corinthe and Dune upperclass houses for Khajiit and Redguard owners, and the usual stuff for Imps imperials.

Finished the new package, but have to upload it now. Nearly 15 MB at max. 7KB/sec ... will take a while ... so be as patient as I am :banghead:

Edit: just 45 minutes, aaargh!!! Finished with modding for today and may be tomorrow, this was a hell of a merging fight ...
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Solina971
 
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Post » Sat Nov 27, 2010 5:28 am

I wandered around the newly merged Rimmen, and found very few glitches, but still some. I'm listing them here, just as a reference.
1. There are sheep stuck in the ground.
2. In the lower-class merchant-section, there are random wooden bars in the way, preventing me from getting to the second floor of the circular houses.
3. A bunch of the UC houses are floating, along with all the tables and chairs I put it (I'm fixing that now)
4. I went into the UC weapons merchant's house, and for some reason there were 3 guys there. One guy who didn't sell anything, one guy who did, and a copy of the guy who did sell stuff. Also, for some reason the guy who sells stuff keeps following me, wherever I go, just like vanilla NPCs do when you're trespassing, only this guy won't stop.
5. There's still grass almost everywhere.
6. A few of the walls I put into the UC section have somehow completely disappeared (I'll just put them back in).
and lastly: 7. A few people get stuck in the canols for some reason.

So far these are the only glitches I've seen in the new .esp files. On a different note, great job everyone who worked on this! And also great job to whoever made the lower-class houses (I think it was mr_siika? was it?), they're awesome!
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Killer McCracken
 
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Post » Sat Nov 27, 2010 5:20 pm

3 guys in 1 store?!? i only put in each store! no idea bout the upper class homes. i dont know how the sheep are stuck in the ground im trying to figure out how to get them to stay in their pen. i know all about the 1 khajiit merchant who follows you, i have no idea what his problem is! i thought maybe an ownership problem, but he still followed me into new world spaces so that cant be it. i thought i wiped his AI, i'll check it out. ill check out the bars to. thx for the headsup there norinvaux, muich appreciated! im to tired to start a new project tonight, ill see if i can get started tomorrow
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sas
 
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