[RELz/Beta] Elsweyr, the Deserts of Anequina (Thread 3)

Post » Wed Mar 30, 2011 12:28 am

Today (and possibly tomarrow) I am going to try to make high resolution BTQ style landscape textures of Elsweyr that show the rocks and buildings. Then I'll make a set of high quality reductions from those.

Ugh I didn't get to look at it much yesterday, but I was able to review what must be removed to generate the landscape. Today, I was able to copy 99% of everything that should be disabled into a seperate esp, but there's still no easy way to disable these references. Also for now, I will have less time to work on modding. I don't know how long it will take to finish this, but it may take a few days.

Some references can be safely removed, but others should be disabled to prevent the CS from crashing. I may have to cut some corners and ignore the small things to cut the number of references in half, plus I could cover up some scripted ref's in photoshop. But doing that means this will be a destructive process and not saveable or reproduceable for future use; not as easy as I had hoped.
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Sudah mati ini Keparat
 
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Post » Wed Mar 30, 2011 2:18 am

I think the normal map needs to be flattened a bit - that looks like too bumpy of a normal, I didn't change the normal map except for adding the alpha channel, I'll check that and look at the building exterior nifs for more funny gloss settings.
Pacific Morrowind


I forgot to include some of the important textures. The city walls and towers use the ones called karithwall01, 02, 03, and loamwalls028, 029 also.
For some reason I thought it was just those loam ones I uploaded.

The patch works, but it's got a bunch of extra edits that don't belong there. A byproduct of how the CS messes things up when you do patch ESPs. I can link the fixed up version for download if you want.


Have you uploaded the fixed patch somewhere? I was going to bundle it with a bunch of other odds and ends and upload it soon.

Also I noticed that my Zebra meat was not removed - guess she wasn't hungry.


Haha, no. She's a merchant, so you can sell her the stuff if you like. Don't go giving away stuff to orcs for free! ;)

So it doesn't matter *who* owns it?


I've fixed it now . . . for a later update of course. And also added a lock on the door which the NPCs already carry keys for.
But its a harmless error. The door isn't locked so the NPCs still go in and out even with the wrong ownership. There were a couple more in Alabaster that needed fixing as well.

No, it does matter who owns it, because an NPC won't trespass against something owned by other NPCs. At least not as far as I've seen when making mistakes like that about setting the wrong owner on a door. And I do find it irritating that the CS won't assign the door the same owner as the cell it leads to if you've set the cell ownership.


Unless they're really irresponsible little NPCs, then they'll do anything you ask!

I just wanted to stop by and say that I am thoroughly impressed by your work. The cities are beautiful and unique, which makes exploring them a truly gratifying experience. Though, I must say, Corinthe will forever hold a special place in my heart. Those small side alleys and that bustling marketplace really create such awe in me :wub: . Most of all, I love the landscape. The small details found in each type of terrain from the beaches to the desert sands, the new creatures, the sandstorms! Lovely...just lovely. May your love for modding never die!


Thanks. :) I like markets and twisting alleyways with lots of small crowded buildings. I was thinking of some of those old towns in southern Europe which are always lots of fun to explore.
I've made use of quite a few of those merchants in a Merchant Quest, you can use silver trade bars to buy barrels of things like candles, and cheese, and iron tools, and fresh vegetables, and then sell them for a profit in silver bars at the other settlements in the province. Its a little game of matching sellers with buyers. When you've earned enough silver you are ready for your promotion in the Merchants Guild.

Hope all is going well...this is such a great mod!


A bit sick at the moment. I'm coughing like a mad thing. That'll teach me for going cycling in the chill of autumn without a warm jacket!

Well 9 interiors for the Orcrest slum-township are now finished with extra npcs . . . just another 20 left to go and the king's palace.

Ugh I didn't get to look at it much yesterday, but I was able to review what must be removed to generate the landscape. Today, I was able to copy 99% of everything that should be disabled into a seperate esp, but there's still no easy way to disable these references. Also for now, I will have less time to work on modding. I don't know how long it will take to finish this, but it may take a few days.
Some references can be safely removed, but others should be disabled to prevent the CS from crashing. I may have to cut some corners and ignore the small things to cut the number of references in half, plus I could cover up some scripted ref's in photoshop. But doing that means this will be a destructive process and not saveable or reproduceable for future use; not as easy as I had hoped.


Is that to create improved distant landscape LOD ground textures?
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Madeleine Rose Walsh
 
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Post » Wed Mar 30, 2011 1:13 pm

Is that to create improved distant landscape LOD ground textures?

Yeah, the alternative to using Shift+C to hide everything in the render window, is to go through and disable/remove everything that you don't want to be visible. I will test a different method soon that should work better for other mods. I'll make a bain archive to replace the target meshes with blank nifs instead of removing all of the references. This will take longer than filtering out and disabling these references if there was proper support for it, but that should still be much faster than disabling all of these references with a macro every time I need to generate the landscape. If it works well enough, I might get this done today. :)
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Emmie Cate
 
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Post » Wed Mar 30, 2011 3:32 am

A hackish but usable method for what you're trying to do:

Instead of editing Tamriel, go into a closed city worldspace, move your window into Elsweyr, and start placing your rocks, trees, and whatever you want there instead. You can use copy/"paste in place" if you need to handle large amounts of stuff. It would certainly take awhile but there would be no question as to what you're getting back from it.

When you generate the LOD textures the only thing you'll then need to do is make sure the filename starts with a 60. instead of whatever it gets.

Usually when I go to generate textures I don't bother with placing anything, I simply hijack the closed worldspaces and generate with the blank land that's out there. The process takes mere seconds this way as opposed to several minutes and doesn't run any risk of exhausting your 2GB memory limit due to having to load tens of thousands of references.
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x a million...
 
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Post » Wed Mar 30, 2011 1:53 am

Iliana...

STAY HEALTHY!!!!
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Lew.p
 
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Post » Wed Mar 30, 2011 11:56 am

I did a antiqued version of Elsweyr map. Base on Xythen and Yian mods.

If anyone is interested, here is the link: http://www.tesnexus.com/downloads/file.php?id=27311

Hope you like it! :D
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ONLY ME!!!!
 
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Post » Wed Mar 30, 2011 12:18 pm

http://i35.tinypic.com/348lklt.jpg when my character fought hordes of Orc guards in Orcrest, there are gaps between the small walls, on the western part of the city if I wasn't mistaken.
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El Goose
 
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Post » Wed Mar 30, 2011 6:39 am

Yeah, the alternative to using Shift+C to hide everything in the render window, is to go through and disable/remove everything that you don't want to be visible. I will test a different method soon that should work better for other mods. I'll make a bain archive to replace the target meshes with blank nifs instead of removing all of the references. This will take longer than filtering out and disabling these references if there was proper support for it, but that should still be much faster than disabling all of these references with a macro every time I need to generate the landscape. If it works well enough, I might get this done today. :)


Did it work?
I don't know if this helps, but many of the landscape rocks and trees are still attached to the new regions in the regions editor. As child objects of those you can delete then en masse using the obliterate objects button. That would clear the landscape of alot of references, like the 1000's of small rocks.

I did a antiqued version of Elsweyr map. Base on Xythen and Yian mods.
If anyone is interested, here is the link: http://www.tesnexus.com/downloads/file.php?id=27311
Hope you like it! :D


Great! I added the link in the mod's description under maps. And also included your DarkUI loadscreens in the Optional Files package.

http://i35.tinypic.com/348lklt.jpg when my character fought hordes of Orc guards in Orcrest, there are gaps between the small walls, on the western part of the city if I wasn't mistaken.


I'll fix those ones. They're finicky things, hard to get them aligned perfectly on an angle.
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Meghan Terry
 
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Post » Wed Mar 30, 2011 6:58 am

I'll fix those ones. They're finicky things, hard to get them aligned perfectly on an angle.

I've heard that grid snap doesn't work outside and the best thing to do (if you're wanting to gridsnap them) is to put them together in an interior cell and then copy and paste them to the exterior (DarkRider suggested that).
Pacific Morrowind
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Bonnie Clyde
 
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Post » Wed Mar 30, 2011 4:52 pm

Iliana,
Love the mod!!!
But I was really annoyed at how long it took to download off tesnexus...
It would be great for http://www.gamesas.com/bgsforums/index.php?showtopic=1040373&st=0!
Would you think about uploading it into the beta in a month? Or when its finished?
If you don't want to thats completely understandable.
The conversation HAS slowed down on the thread, but thats because the website is getting a lot of work right now.
And if the motto turns you away, he is going to change it. Its referring to a quote a few years back you've probably never heard of.
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michael danso
 
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Post » Wed Mar 30, 2011 3:02 pm

I've heard that grid snap doesn't work outside and the best thing to do (if you're wanting to gridsnap them) is to put them together in an interior cell and then copy and paste them to the exterior (DarkRider suggested that).
Pacific Morrowind


I've done snap-to-grid work outdoors before. It works fine. Built most of Brena River using it. What is difficult is trying to make grid-snap work on angles other than right angles. So the best trick is to drop your pieces, set them to 0/90/180/270 rotation, then align them. If necessary, rotate the whole set to fit where you want it.
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HARDHEAD
 
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Post » Wed Mar 30, 2011 5:05 am

I've heard that grid snap doesn't work outside and the best thing to do (if you're wanting to gridsnap them) is to put them together in an interior cell and then copy and paste them to the exterior (DarkRider suggested that).
Pacific Morrowind


I've done snap-to-grid work outdoors before. It works fine. Built most of Brena River using it. What is difficult is trying to make grid-snap work on angles other than right angles. So the best trick is to drop your pieces, set them to 0/90/180/270 rotation, then align them. If necessary, rotate the whole set to fit where you want it.


I can only get snap-to-grid to work for the vanilla pieces. The custom ones just don't seem to work well with that, so its usually just place one, duplicate it and slide along the x-axis. The problem is when you try to rotate a whole line of wall pieces, you don't have many angles to choose from, and you often can't actually get it on the angle that you want. So then it comes down to trying to manually line up the pieces one by one, which I really svck at.

Iliana,
Love the mod!!!
But I was really annoyed at how long it took to download off tesnexus...
It would be great for http://www.gamesas.com/bgsforums/index.php?showtopic=1040373&st=0!
Would you think about uploading it into the beta in a month? Or when its finished?
If you don't want to thats completely understandable.
The conversation HAS slowed down on the thread, but thats because the website is getting a lot of work right now.
And if the motto turns you away, he is going to change it. Its referring to a quote a few years back you've probably never heard of.


I'll watch and see how that site progresses. :)
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P PoLlo
 
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Post » Wed Mar 30, 2011 3:41 pm

Did it work?
I don't know if this helps, but many of the landscape rocks and trees are still attached to the new regions in the regions editor. As child objects of those you can delete then en masse using the obliterate objects button. That would clear the landscape of alot of references, like the 1000's of small rocks.

Yeah it is working fine. It took two days to make a null.nif replacer to replace most of the Oblivion, SI, and Elsweyr objects that needed to be removed. It was easy to remove the extra markers, but the effect's were buried in several folders and they often show collision box's in the render window. I also removed all of the clutter, small plants, and some furnature that shouldn't show up in the landscape (they often show up as a single bright pixel). I was going to remove the smaller rocks, but I noticed that the 45 and 50 rock are scaled between 50-145% making them small-medium. I think they'll be ok, but I'll check it out in game soon.

Yesterday I came up with a method to help reduce texture tiling and closely match the look and color of BTQ. This takes about 10 steps in photoshop, but now I will be able to use the exact same sharpen method that I used in my landscape color pack. This will speed up the Unqiue Landscapes and UL compatability patches later on. And everything that I do from now on will match and only take a few hours to produce the 4 texture sizes. So the large majority of the work is done, it's easily reproduceable, and these textures will be done some time today. :)


Edit: Also I spent a day trying to solve a texture blending issue in the CS. The landscape textures don't always blend into the neighboring cells. I've tried different shaders and settings with no luck. I think this is just a bug in the CS. Luckily this doesn't appear to effect Elsweyr.
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Franko AlVarado
 
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Post » Wed Mar 30, 2011 5:07 pm

I can only get snap-to-grid to work for the vanilla pieces. The custom ones just don't seem to work well with that, so its usually just place one, duplicate it and slide along the x-axis. The problem is when you try to rotate a whole line of wall pieces, you don't have many angles to choose from, and you often can't actually get it on the angle that you want. So then it comes down to trying to manually line up the pieces one by one, which I really svck at.


The vanilla pieces are not all immune to that either. In those instances, I open up the reference edit menu and reduce the movement increments down to 0.1 and line things up that way. Failing that, changing the global value for movement to 0.1 in the preferences menu will allow you to drag stuff around with a lot more precision. It's something that does svck though.
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abi
 
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Post » Wed Mar 30, 2011 4:44 am

theres a series of trees outside of orcrest, heading into the northeast rimmen/lynmount range, that need sinking into the ground. Its nothing major as the region is, i presume a wip.

keep up the great work!
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Lavender Brown
 
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Post » Wed Mar 30, 2011 3:30 pm

I uploaded my LandscapeLOD Color - Compatibilty pack with Elsweyr Anequina. I still have to do the Unique Landscapes, and then I'll make the Elsweyr + UL and Leyawiin Reborn. You can grab the current LOD Compatibility pack on tesnexus: http://www.tesnexus.com/downloads/file.php?id=27023

Feel free to include the 1024 textures with Elsweyr Anequina. I'll keep you updated as the UL & Leyawiin patches get done. I also made the 4096 textures and I'll upload it if anyone requests it. I'm currently waiting on a few more patches before I upload the 4096 and omod versions.


P.S. I haven't had a chance to see these in game yet. I'll switch out the textures and meshes and post a screenshot in a bit. :D
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jesse villaneda
 
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Post » Wed Mar 30, 2011 11:22 am

The vanilla pieces are not all immune to that either. In those instances, I open up the reference edit menu and reduce the movement increments down to 0.1 and line things up that way. Failing that, changing the global value for movement to 0.1 in the preferences menu will allow you to drag stuff around with a lot more precision. It's something that does svck though.


Thanks. Luckily I don't need to make a line of wall pieces very often, but that'll also come in handy for dungeons, with the odd piece which just refuses to lock into place.

theres a series of trees outside of orcrest, heading into the northeast rimmen/lynmount range, that need sinking into the ground. Its nothing major as the region is, i presume a wip.
keep up the great work!


Are the trees actually floating? Some do appear to float in the distant view, but that is only because the LOD ground mesh for steep hills doesn't match up with the actual landscape very well. And since small trees don't have a very deep root you can't compensate for that. The Shivering Isles LOD has the same problem with its little trees, and looks a bit of a mess on the steeper slopes.

P.S. I haven't had a chance to see these in game yet. I'll switch out the textures and meshes and post a screenshot in a bit. :D


Cool. I look forward to seeing the screens. :)
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Tiffany Holmes
 
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Post » Wed Mar 30, 2011 12:41 pm

Here's some screenshots,
http://i122.photobucket.com/albums/o269/steamuser/PC/oblivion_lod_new/ElsweyrAnequina_1_1024.jpg | http://i122.photobucket.com/albums/o269/steamuser/PC/oblivion_lod_new/ElsweyrAnequina_1_2048.jpg
http://i122.photobucket.com/albums/o269/steamuser/PC/oblivion_lod_new/ElsweyrAnequina_2_1024.jpg | http://i122.photobucket.com/albums/o269/steamuser/PC/oblivion_lod_new/ElsweyrAnequina_2_2048.jpg

They look good to me :)
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LADONA
 
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Post » Wed Mar 30, 2011 2:45 pm

theres at least 1 tree that's definitely floating. several others are on hillsides and the base is exposed. look in cell [6,-21] for the floater, cells [10,-20/-19/-18/-17 etc] down the valley to find trees not sunk in.
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Tessa Mullins
 
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Post » Wed Mar 30, 2011 4:33 am

Here's some screenshots,
http://i122.photobucket.com/albums/o269/steamuser/PC/oblivion_lod_new/ElsweyrAnequina_1_1024.jpg | http://i122.photobucket.com/albums/o269/steamuser/PC/oblivion_lod_new/ElsweyrAnequina_1_2048.jpg
http://i122.photobucket.com/albums/o269/steamuser/PC/oblivion_lod_new/ElsweyrAnequina_2_1024.jpg | http://i122.photobucket.com/albums/o269/steamuser/PC/oblivion_lod_new/ElsweyrAnequina_2_2048.jpg
They look good to me :)


Great! I didn't know you could actually paint placed objects onto the landscape texture.

theres at least 1 tree that's definitely floating. several others are on hillsides and the base is exposed. look in cell [6,-21] for the floater, cells [10,-20/-19/-18/-17 etc] down the valley to find trees not sunk in.


I can fix the floating palmetto at 6,-21.

All the others though are beyond the edge of this mod. They are vanilla placed trees on the Nibenay side of the mountains, an area which I don't actually use. Alot of trees on those hillsides (as far down as Leyawiin) aren't properly sunk into the ground. I guess because it was never meant as a playable area Bethesda weren't concerned about it.
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Brad Johnson
 
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Post » Wed Mar 30, 2011 10:43 am

I know what you are talking about...also there are a lot of trees in the Valenwood region which Bethesda thought "Oh they will never come look over here...so lets just let them float a little".

BUT I DID COME LOOK CLOSE!
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Stace
 
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Post » Wed Mar 30, 2011 3:34 am

Great mod.

It is something different then forests, mountains and crazy landscape of Shivering Isles. I like it, and try doing Valenwood too :goodjob:
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Gwen
 
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Post » Wed Mar 30, 2011 11:45 am

Using this with Onras landscape lods, -pk- landscape lod coulor, Arthmoors far lod's and meshes, Wyrms map; and it is all very nice.

Bought a house in Riverhold and upgraded it almost fully, until my money ran out.
Tried Mr Bonesmasher again - he wont talk about the defiler; addtopic tip?
Running around in general...

OOO has moonsuger - have you already added that? Guess COBL need to get it compatible if there are two variants of moonsuger.

Maybe make the roads have even less creature spawns? I guess I gotten used to the roads being somewhat safe with my current setup; but it makes sense since most animals would avoid people. I am looking at Kuertee NPC/animals flee to add some more spice.
Since you can reach the wall in Corinthe maybe add some houses in the Palace district when you are running around up there; but not necessarily lod's for far away viewing, just up close stuff.

Ooooh it is October soon - what will this entail :hehe:
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Vickytoria Vasquez
 
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Post » Wed Mar 30, 2011 5:35 am

Hi Iliana!


New version of DarkUI loading screens, now featuring "Atmospheric" versions.

Here is the link: http://www.tesnexus.com/downloads/file.php?id=27210


And other mod I did is the "Antiqued worldmap for Elsweyr". Here: http://www.tesnexus.com/downloads/file.php?id=27311



Fell free to add them to the future Elsweyr optional package. :goodjob:
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LuCY sCoTT
 
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Post » Wed Mar 30, 2011 1:42 pm

I've been meaning to make this suggestion, but I keep forgetting. I don't know if you were considering other names for the ranks of the Hunter's Guild, but I could offer some.
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Flash
 
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