Morrowind Mod Help

Post » Tue Mar 15, 2011 3:37 am

I have a few questions about a Morrowind mod I'm making. They are:

1.I used TESAnnwyn to export a .raw heightmap from one of my Oblivion mods. I decided to use it in my Morrowind mod also, so I resized it a bit and then used TESAnnwyn to import the same file into Morrowind. When I opened up the .esp that I imported it into however, I saw that the landscape looked nothing like the shape it was in the heightmap. What I mean is, the land was all jagged and there were random bits of it, both high up in the sky and underwater. What I want to know is, how do I make the landscape in Morrowind from the same heightmap look identical to the landscape in Oblivion. Like a certain point of land being the same distance from the water as it is in Oblivion (even though the water levels in these two games might not be the same), and the same proportions and all that?

2. Does anyone know of a program that can convert Oblivion .nifs into Morrowind .nifs. I would like to use it for some of my custom models that will be going into my Morrowind mod.

Thanks in advance,
Agnarond
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Mandi Norton
 
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Post » Mon Mar 14, 2011 4:09 pm

I have a few questions about a Morrowind mod I'm making. They are:

1.I used TESAnnwyn to export a .raw heightmap from one of my Oblivion mods. I decided to use it in my Morrowind mod also, so I resized it a bit and then used TESAnnwyn to import the same file into Morrowind. When I opened up the .esp that I imported it into however, I saw that the landscape looked nothing like the shape it was in the heightmap. What I mean is, the land was all jagged and there were random bits of it, both high up in the sky and underwater. What I want to know is, how do I make the landscape in Morrowind from the same heightmap look identical to the landscape in Oblivion. Like a certain point of land being the same distance from the water as it is in Oblivion (even though the water levels in these two games might not be the same), and the same proportions and all that?

2. Does anyone know of a program that can convert Oblivion .nifs into Morrowind .nifs. I would like to use it for some of my custom models that will be going into my Morrowind mod.

Thanks in advance,
Agnarond


1) Every time I've used any tool to generate MW landmasses from image maps, they have been jaggy. I suspect it has something to do with the conversion from level to height map. You can try smoothing the image map in an image editor and see if that helps, but I suspect you may end up just having to smooth it in the CS. I actually generated height data from 32-bit TIFF's, and I *still* got jagged land masses. Of course, I've smoothed most of it, but it was frustrating for the longest.

2) For simple static meshes, nifskope or blender can do the job. Blender is probably a bit better, and less likely to screw up your texture links. For animated meshes, blender is definitely the way to go - but be careful, I've seen blender trash Oblivion animations badly - so check your output. (for that matter, I've seen Blender screw up Morrowind animations as well - the importer seems to have some real issues with some of the more obscure NIF format features)

I have no idea on armor, clothing, and bodies - other than to say that they are much more difficult because the Oblivion engine uses a totally different skeletal system.
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Charlie Sarson
 
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Post » Mon Mar 14, 2011 11:48 pm

The only tool I aware of (heightmaps) is http://www.elricm.com/nuke/html/modules.php?op=modload&name=Downloads&file=index&req=getit&lid=765. Have you use vanilla resources to your Oblivion mod?

To answer your second question. I don't know if that's possible perhaps there is a tool, but if that's not tool I'm afraid you must use custom meshes.




EDIT: I didn't see the previous reply please ignore this.
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Claudia Cook
 
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Post » Mon Mar 14, 2011 2:36 pm

Blender can quickly convert nifs.
But just for clarification, you do realize that using OB files in MW is illegal.
it sounds like you made them from scratch, which is fine, but otherwise using the resources in a released mod is not allowed.
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naana
 
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Post » Tue Mar 15, 2011 3:39 am

1) Every time I've used any tool to generate MW landmasses from image maps, they have been jaggy. I suspect it has something to do with the conversion from level to height map. You can try smoothing the image map in an image editor and see if that helps, but I suspect you may end up just having to smooth it in the CS. I actually generated height data from 32-bit TIFF's, and I *still* got jagged land masses. Of course, I've smoothed most of it, but it was frustrating for the longest.

Was the heightmap the "correct" dimensions and everything? I've seen downsampling/upsampling and compression make for poor maps. You might try a different format (24-bit PNG, for example), though TIFF generally is pretty decent (if awkward).

I've had the same issue myself, but only on certain spots in the map (ridges, cliffs, mountain tops, etc). It seems like there's some issue in the pixel-to-landscape point process, but I can't guess that.

2) For simple static meshes, nifskope or blender can do the job. Blender is probably a bit better, and less likely to screw up your texture links. For animated meshes, blender is definitely the way to go - but be careful, I've seen blender trash Oblivion animations badly - so check your output. (for that matter, I've seen Blender screw up Morrowind animations as well - the importer seems to have some real issues with some of the more obscure NIF format features)

I'd second this. NifSkope can't restrip the triangles, and from I've heard, Oblivion uses a different method and node for geometry than Morrowind. Importing, tweaking and exporting (or, since they're your own, just using the originals and exporting for MW) will give you much better results.
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Dina Boudreau
 
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