Tamriel Worldspace Modding Project

Post » Sat Feb 19, 2011 1:28 am

The towers looks like somewhere in Russia. Cool place.
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Leanne Molloy
 
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Post » Fri Feb 18, 2011 8:53 pm

well it looks great! i thought it was all breand new to tell you the truth. keep up the awesome work!
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Ian White
 
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Post » Sat Feb 19, 2011 7:07 am

Thanks! They look a bit russian indeed. Experimented some more with a new tower and made an ingame picture. I'll soon be ready for a WIP thread to keep the progress on Senchal better organized and so I don't have to clutter up Onra's thread with it. :angel:

Anyway here's a nice screenie:

http://www.invision.tesalliance.org/forums/index.php?/gallery/image/7221-senchal-atmospheric-picture/

Cheers! :foodndrink:
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Nitol Ahmed
 
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Post » Sat Feb 19, 2011 10:49 am

Thanks! They look a bit russian indeed. Experimented some more with a new tower and made an ingame picture. I'll soon be ready for a WIP thread to keep the progress on Senchal better organized and so I don't have to clutter up Onra's thread with it. :angel:

Anyway here's a nice screenie:

http://www.invision.tesalliance.org/forums/index.php?/gallery/image/7221-senchal-atmospheric-picture/

Cheers! :foodndrink:



AMAZING !!!!

will you make the roofs accessable in some way ?
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Skrapp Stephens
 
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Post » Sat Feb 19, 2011 11:36 am

AMAZING !!!!

will you make the roofs accessable in some way ?


Thanks mate! Not the roofs on the picture, as these are in the Tamriel worldspace. The roofs in the city worldspaces will be accessable though! :foodndrink:
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Ross Zombie
 
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Post » Sat Feb 19, 2011 4:49 am

Thanks mate! Not the roofs on the picture, as these are in the Tamriel worldspace. The roofs in the city worldspaces will be accessable though! :foodndrink:


cool....

will upload an updated version of the Valenwood_Anequina_Patch for you by the end of this week...I regenerated and improved the Tenmar forrest and Valenwood (completely) and nearly finished the roads connecting Corinthe,Senchal and Thorval....

so you can continiue working on Senchal based on an updated masterfile....probably you will have to clean out a few trees and stuff ..but should be not that much...
everything else what I am currently working on like the river Onyx ,creatures spawn points etc will not affect your location and will come with the next official release

cheers
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Doniesha World
 
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Post » Sat Feb 19, 2011 10:45 am

cool....

will upload an updated version of the Valenwood_Anequina_Patch for you by the end of this week...I regenerated and improved the Tenmar forrest and Valenwood (completely) and nearly finished the roads connecting Corinthe,Senchal and Thorval....

so you can continiue working on Senchal based on an updated masterfile....probably you will have to clean out a few trees and stuff ..but should be not that much...
everything else what I am currently working on like the river Onyx ,creatures spawn points etc will not affect your location and will come with the next official release

cheers


Sounds great. This will make Elsweyr almost complete. I also want to place a few dungeons in the Senchal area, I'll probably work on these on days I really don't feel like city building.
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sarah taylor
 
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Post » Sat Feb 19, 2011 8:04 am

Are you planning on creating roads in Hammerfell?? Elinhir is going to need one at some point :P
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Miss K
 
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Post » Sat Feb 19, 2011 12:24 am

Are you planning on creating roads in Hammerfell?? Elinhir is going to need one at some point :P



yep :-)
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Kari Depp
 
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Post » Fri Feb 18, 2011 11:44 pm

OK, good to know :)

When you get round to it, shall I send you my esp so you can make a patch so the road actually goes to my gates, or shall I make the patch after you have finished making the road?
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Victoria Bartel
 
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Post » Sat Feb 19, 2011 9:42 am

Ooo, interesting. This is moving forward by leaps and bounds. :celebration:
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Amy Masters
 
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Post » Sat Feb 19, 2011 8:58 am

Are you planning on creating roads in Hammerfell?? Elinhir is going to need one at some point :P

Actually, this applies to Ravenholme as well. Even though it's not a lore-based town (although it will be lore-friendly), there are currently no roads going from Chorrol to Hammerfell, or from Bruma to Skyrim, as both the Black and Silver Roads end well before reaching the border. There are no major roads leading to where my town will be, but I may end up making a major road directly from the middle of the Orange Road up northwest into the mountains, though Ravenholme, and into both Hammerfell and Skyrim from there (just outside of Ravenholme it will fork off in both directions). Of course, I may not since cutting through all that wilderness would conflict with UL and who knows how many other mods. :bonk:

If there will be any roads in that portion of either province, though, I can plan accordingly and hook them up with my own coming out of the north side of Ravenholme.
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Sunnii Bebiieh
 
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Post » Sat Feb 19, 2011 1:10 am

the http://hammerfell.daryam.com/MediaBorder.html my team has made for Hammerfell should actually be compatible with the expanded heightmaps. do you want to work out some sort of cooperation with that so that they can be used together?
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Nomee
 
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Post » Fri Feb 18, 2011 10:17 pm

the http://hammerfell.daryam.com/MediaBorder.html my team has made for Hammerfell should actually be compatible with the expanded heightmaps. do you want to work out some sort of cooperation with that so that they can be used together?



as your hammerfell is in its own ws it should be absolutely compatible with my heightmaps...people could use your border crossings to get to Goldmoor and the Hammerfell_High Rock map at the same time to sail around the northern provinces or to cross the border in the north (hammerfell/skyrim border) where Ali the Lord and Omegacron are placing their new locations...

for making things compatible....myself I am not planning to create any border crossings etc in the south (Cyrodiil/Hammerfell border) as this area is modded heavily ( UL, Sutch;CastleSeaview etc)
but it would be cool to create a plugin later on which would allow travelling between locations of different mods (like Vorians did for BBC)

regards

onra
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Sxc-Mary
 
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Post » Sat Feb 19, 2011 3:58 am

the http://hammerfell.daryam.com/MediaBorder.html my team has made for Hammerfell should actually be compatible with the expanded heightmaps. do you want to work out some sort of cooperation with that so that they can be used together?


Is that map cannon or made by your team?? It looks nice, but my version of Elinhir would need to be changed to more resemble that if it's canon.

EDIT: Looks like I'm going to have to change the layout of the town to resemble that map, as the Elinhir in one of the world maps in the first post looks a bit like that. Going to have to wait till I can go in game aswell to check the position of my elinhir compared to the map.
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Matt Bee
 
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Post » Fri Feb 18, 2011 8:51 pm

as your hammerfell is in its own ws it should be absolutely compatible with my heightmaps...people could use your border crossings to get to Goldmoor and the Hammerfell_High Rock map at the same time to sail around the northern provinces or to cross the border in the north (hammerfell/skyrim border) where Ali the Lord and Omegacron are placing their new locations...

for making things compatible....myself I am not planning to create any border crossings etc in the south (Cyrodiil/Hammerfell border) as this area is modded heavily ( UL, Sutch;CastleSeaview etc)
but it would be cool to create a plugin later on which would allow travelling between locations of different mods (like Vorians did for BBC)

i was bringing it up mostly because there was talk of roads. if you make roads they are almost certainly not going to make the ones we made, and there is bound to be some incompatibility. the border crossings work quite well without any connection to our hammerfell (as can be seen by the screenshots)

is that map cannon or made by your team?? It looks nice, but my version of Elinhir would need to be changed to more resemble that if it's canon.

its made by our team, and while it does reflect the latest lore, the city layouts are completely arbitrary. the map was made long before any actual modding was done on the landscape, and we ourselves are not following those layouts (i will edit the map to match the new layouts upon release). the location of Elinhir is as close to the lore location in relation to Cyrodiil's grid layout as we could get it.
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butterfly
 
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Post » Fri Feb 18, 2011 9:16 pm

Is that map cannon or made by your team?? It looks nice, but my version of Elinhir would need to be changed to more resemble that if it's canon.

EDIT: Looks like I'm going to have to change the layout of the town to resemble that map, as the Elinhir in one of the world maps in the first post looks a bit like that. Going to have to wait till I can go in game aswell to check the position of my elinhir compared to the map.

The Ravensgate mod will most likely add a similar border crossing up near Elinhir, so we'll probably end up coordinating that part as well.

UPDATE: Just in case, http://mods.omegacron.com/oblivion/ravensgate_roads.jpg of where my major road(s) will be crossing the borders. In this case I'm using the map provided by Lady Nerevar but I should be able to adapt the road/city connection as needed, or Ali and I can meet halfway somewhere between Elinhir and the border.
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xemmybx
 
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Post » Sat Feb 19, 2011 12:30 am

I was finally able to load the heightmap correctly and explore the area I'll be modding. It looks pretty nice, but for some reason distant LOD textures are showing as bright colors. Mountains and the ground off in the distance look like a gleeman's cloak. Has anyone seen that before? I packed the files into a BSA - could that be why?
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Budgie
 
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Post » Sat Feb 19, 2011 10:13 am

I was finally able to load the heightmap correctly and explore the area I'll be modding. It looks pretty nice, but for some reason distant LOD textures are showing as bright colors. Mountains and the ground off in the distance look like a gleeman's cloak. Has anyone seen that before? I packed the files into a BSA - could that be why?


Is your texture size set to large?? If not then set it to large. That is the main problem of techni-coloured LOD, MERP has this problem too.
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Celestine Stardust
 
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Post » Sat Feb 19, 2011 5:03 am

I have a problem. I've been trying to improve the swamp, river network regions in blackmarsh by making heightmap changes and populating the area with the region editor. However unless the orginal blackmarsh is a .esm (this is an assumption), then I cant edit the heightmap in my seperate esp plugin without creating conflicting issues. Like I edited the heightmap with my new plugin that I try to run along side the original blackmarsh esp, all well and good. However when I try to reopen the two plugins (blackmarsh original + my plugin) I get conflicting heightmap information. Its like instead of my plugin editing off from the orginal it copies and changes the heightmap and then attempts to put it ontop of the original. This means my plugin runs fine by itself without the orginal and retains all of the orginals data.

If I was to finish and release what I've done to blackmarsh I would have to release an independant file that doesnt require your plugin. Sure it about halves the download size as you wouldnt need to download both plugins but that goes against having your one heightmap that anyway can download and work off.

Does that make any sense to anyone but me?

So I'm wondering if you can change your heightmaps to individual master files as I assume it would fix my issue. Like the way anyone can alter oblivion.esm 's heightmap in a seperate plugin and still have the plugin and oblivion.esm running together.

..... ugh, that is all english right?
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Klaire
 
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Post » Sat Feb 19, 2011 5:20 am

I have a problem. I've been trying to improve the swamp, river network regions in blackmarsh by making heightmap changes and populating the area with the region editor. However unless the orginal blackmarsh is a .esm (this is an assumption), then I cant edit the heightmap in my seperate esp plugin without creating conflicting issues. Like I edited the heightmap with my new plugin that I try to run along side the original blackmarsh esp, all well and good. However when I try to reopen the two plugins (blackmarsh original + my plugin) I get conflicting heightmap information. Its like instead of my plugin editing off from the orginal it copies and changes the heightmap and then attempts to put it ontop of the original. This means my plugin runs fine by itself without the orginal and retains all of the orginals data.

If I was to finish and release what I've done to blackmarsh I would have to release an independant file that doesnt require your plugin. Sure it about halves the download size as you wouldnt need to download both plugins but that goes against having your one heightmap that anyway can download and work off.

Does that make any sense to anyone but me?

So I'm wondering if you can change your heightmaps to individual master files as I assume it would fix my issue. Like the way anyone can alter oblivion.esm 's heightmap in a seperate plugin and still have the plugin and oblivion.esm running together.

..... ugh, that is all english right?


You didn't ESMify the Tamriel Heightmap ESP. You must do this before trying to edit it with another ESP, and you must ESPify it before using it in-game. Always remember, ESMify for CS, ESPify for game.
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Kortniie Dumont
 
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Post » Sat Feb 19, 2011 6:21 am

I have a problem. I've been trying to improve the swamp, river network regions in blackmarsh by making heightmap changes and populating the area with the region editor. However unless the orginal blackmarsh is a .esm (this is an assumption), then I cant edit the heightmap in my seperate esp plugin without creating conflicting issues. Like I edited the heightmap with my new plugin that I try to run along side the original blackmarsh esp, all well and good. However when I try to reopen the two plugins (blackmarsh original + my plugin) I get conflicting heightmap information. Its like instead of my plugin editing off from the orginal it copies and changes the heightmap and then attempts to put it ontop of the original. This means my plugin runs fine by itself without the orginal and retains all of the orginals data.

If I was to finish and release what I've done to blackmarsh I would have to release an independant file that doesnt require your plugin. Sure it about halves the download size as you wouldnt need to download both plugins but that goes against having your one heightmap that anyway can download and work off.

Does that make any sense to anyone but me?

So I'm wondering if you can change your heightmaps to individual master files as I assume it would fix my issue. Like the way anyone can alter oblivion.esm 's heightmap in a seperate plugin and still have the plugin and oblivion.esm running together.

..... ugh, that is all english right?



hey :-)


it is not possible to use esm masterfiles which edit the tamriel worldspace in any way....to use the tamriel heightmaps as masterfiles for your own mods you have to use wrye bash and esmify/espify the heightmaps.

what you have to do :

1. open wrye bash

2. rightclick (in your case) Blackmarsh.esp

3. from the opening window click esmify self

4. close wrye bash

5. open your CS and load blackmarsh esp...you will notice that is shown as a masterfile

6. make your edits ...then save and close the CS ...this esp (give it a proper name) requires now the Blackmarsh esp as master file

7.open wrye bash right click your new mod ....click espify masterfiles...close wrye

8.test your mod ingame


continiue modding on your file....

open wrye bash...rightclick your mod...select esmify masterfiles...close wrye

open your CS and load your mod...you will notice that the Blackmarsh esp is listed as a master

make your edits...etc etc..save and close

espify masterfiles using wrye bash...test your mod ingame etc etc

NOTE !! ALWAYS esmify your masterfiles before working in the CS...and ALWAYS espify them when playing /testing ingame !!!!!!


hope this helps

edit vorians is too quick :user: :user:
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Quick Draw
 
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Post » Sat Feb 19, 2011 11:46 am

Updated versions of the Valenwood/Elsweyr heightmap and Lod Resources have been uploaded.

changelog Valenwood/Elsweyr V.2.2

Completely regenerated the Valenwood region so that it now comes with better shadow textures (was much too dark before)

improved the Elsweyr "Tenmar Forrest" (more plants and stuff )

created a road system for southern Elsweyr connecting Corinthe,Senchal and Thorval (Senchal and Thorval are wip projects)


have fun


PS:

Working as well on the river Onyx, creature spawn points and much more but this will come with version 3. This update has been mainly released to provide proper masterfiles for StarX Senchal project. Updates for Hammerfell and Blackmarsh (for the other projects) will come soon as well.
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Trista Jim
 
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Post » Sat Feb 19, 2011 12:13 am

For when you create the road to Elinhir, do you want the co-ordinates of my gate??
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Jonathan Braz
 
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Post » Sat Feb 19, 2011 8:42 am

Thanks for the update, Onra! :foodndrink:

Edit: Just found the road leading to Senchal! Awesome, I'll pick the road up from where your's ended!
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Adam Kriner
 
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