Tamriel Worldspace Modding Project

Post » Fri Feb 18, 2011 11:11 pm

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.

I think I'll have to wait for the Hammerfell update to finish Ravenholme - there is currently a tear running right along the border and through part of the town. Only the outer edge by the wall, but unfortunately it's still noticeable. I could probably cover it up or fix it, but it's no prob. I have plenty of other stuff to work on for the time being. ^_^
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Jesus Sanchez
 
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Post » Sat Feb 19, 2011 8:38 am

For when you create the road to Elinhir, do you want the co-ordinates of my gate??



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!



I think I'll have to wait for the Hammerfell update to finish Ravenholme - there is currently a tear running right along the border and through part of the town. Only the outer edge by the wall, but unfortunately it's still noticeable. I could probably cover it up or fix it, but it's no prob. I have plenty of other stuff to work on for the time being. ^_^





@ StarX..thx ... yep there is a road coming from Corinthe and one from Thorval....both are ending somewhere where I thought is your location of Senchal :-)


@Ali and Omegacron

I have fixed all landtears ( hopefully) and currently generating pathgrids...I will also improve the southern part of Skyrim with a fully detailed region ( got some really nice new landscape textures from Seigfried and the fomer Skyrim team)

for the roads...I think we should create roads for the whole location when your mods are finished maybe together with the town of Falkreath which is very close to your spots :-)

cheers
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Elena Alina
 
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Post » Fri Feb 18, 2011 11:03 pm

Fair enough :D

If no one starts Falkreath any time soon then I think I will probably take that one up as well, seeing as they are so close and give plenty of opertunity for quests :D. Are there any house resources Seigfried gave to you, or will I have to use Bruma ones??
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Dean Brown
 
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Post » Sat Feb 19, 2011 7:24 am

Fair enough :D

If no one starts Falkreath any time soon then I think I will probably take that one up as well, seeing as they are so close and give plenty of opertunity for quests :D. Are there any house resources Seigfried gave to you, or will I have to use Bruma ones??



there are tons of skyrim resources avaible on Nexus...architecture as well as clutter and much more...a lot of the stuff is from the old skyrim team...
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roxxii lenaghan
 
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Post » Sat Feb 19, 2011 12:19 pm

@ StarX..thx ... yep there is a road coming from Corinthe and one from Thorval....both are ending somewhere where I thought is your location of Senchal :-)


Thorval still needs to be made isn't it? Anyway, I followed the road ingame from Senchal to Corinthe and it was an awesome experience, great work on the landscapes! :foodndrink: It's also very nice to see the roadsigns on various locations pointing in the right direction to Senchal.

I managed to get a good deal of work done on Senchal's eastern port and I left room there for people using a sailing mod:

http://www.invision.tesalliance.org/forums/index.php?/gallery/image/7341-senchal-eastern-harbor-wip/

Cheers!
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Cathrine Jack
 
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Post » Sat Feb 19, 2011 12:49 am

Thorval still needs to be made isn't it? Anyway, I followed the road ingame from Senchal to Corinthe and it was an awesome experience, great work on the landscapes! :foodndrink: It's also very nice to see the roadsigns on various locations pointing in the right direction to Senchal.

I managed to get a good deal of work done on Senchal's eastern port and I left room there for people using a sailing mod:

http://www.invision.tesalliance.org/forums/index.php?/gallery/image/7341-senchal-eastern-harbor-wip/

Cheers!



yep Thorval has still to be made...will probably try it myself as a part of the tamriel landscapes series :-)

really looking forward to travell the road from Corinthe to Senchal ....stepping out of the jungle and standing in front of your impressing city will be an absolute cool effect :foodndrink:

btw still working on improving the Tenmar region with waterfalls etc and adding creatures

cheers
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Lynette Wilson
 
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Post » Sat Feb 19, 2011 1:31 am

If no one starts Falkreath any time soon then I think I will probably take that one up as well, seeing as they are so close and give plenty of opertunity for quests :D. Are there any house resources Seigfried gave to you, or will I have to use Bruma ones??

Actually, I was thinking about tackling that one as well after Ravenholme, but if you really want to do it that's fine. I'll probably make a lot of the surrounding area in the Ravensgate mod, but I can leave the city itself if you want to do it.
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Kate Murrell
 
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Post » Sat Feb 19, 2011 1:24 am

I have fixed all landtears ( hopefully) and currently generating pathgrids...I will also improve the southern part of Skyrim with a fully detailed region ( got some really nice new landscape textures from Seigfried and the fomer Skyrim team)


did you have any luck getting the rocks imported? Here's some renders of the ones i sent to you:

http://s11.photobucket.com/albums/a177/SilgradTower/ForumAttachments/sk/rune010.jpg
http://s11.photobucket.com/albums/a177/SilgradTower/ForumAttachments/sk/rune008.jpg
http://s11.photobucket.com/albums/a177/SilgradTower/ForumAttachments/sk/rune007.jpg
http://s11.photobucket.com/albums/a177/SilgradTower/ForumAttachments/sk/rune004.jpg
http://s11.photobucket.com/albums/a177/SilgradTower/ForumAttachments/sk/rocks13.jpg
http://s11.photobucket.com/albums/a177/SilgradTower/ForumAttachments/sk/rocks12.jpg
http://s11.photobucket.com/albums/a177/SilgradTower/ForumAttachments/sk/rocks11.jpg
http://s11.photobucket.com/albums/a177/SilgradTower/ForumAttachments/sk/rocks03.jpg
http://s11.photobucket.com/albums/a177/SilgradTower/ForumAttachments/sk/rocks01.jpg

BTW will look into the trees tomorrow.

EDIT

Found some more land textures, some snow drifts, and some ice cave entrances. Also, a taste of some of the architecture I've got:

http://s11.photobucket.com/albums/a177/SilgradTower/ForumAttachments/sk/karstaag07.jpg
http://s11.photobucket.com/albums/a177/SilgradTower/ForumAttachments/sk/prometheus_nord_house1_scr1.jpg
http://s11.photobucket.com/albums/a177/SilgradTower/ForumAttachments/sk/prometheus_nord_house4_scr3.jpg
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candice keenan
 
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Post » Sat Feb 19, 2011 12:27 pm

@Seigfried - Hey I want those can I have those I dont have those why dont I have those cuz theyre not on tesnexus therefore I havent seen them yet but I definitely want them can I have them can I can I huh can I... please?
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Katie Pollard
 
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Post » Sat Feb 19, 2011 4:58 am

@Seigfried - Hey I want those can I have those I dont have those why dont I have those cuz theyre not on tesnexus therefore I havent seen them yet but I definitely want them can I have them can I can I huh can I... please?


Pm me and we'll talk ;)
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GRAEME
 
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Post » Sat Feb 19, 2011 7:37 am

@ Seigfried

hey...just had a look at the different textures in Gimp ...very nice stuff !!

as I am currently generating pathgrids for Hammerfell my CS is blocked completely atm, but if everything goes well I will be able to start working on the southern part of Skyrim tomorrow...

regards
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Niisha
 
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Post » Sat Feb 19, 2011 7:23 am

Actually, I was thinking about tackling that one as well after Ravenholme, but if you really want to do it that's fine. I'll probably make a lot of the surrounding area in the Ravensgate mod, but I can leave the city itself if you want to do it.


No no you go ahead, I only really was going to do it if no one else had claimed it. :D
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kyle pinchen
 
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Post » Fri Feb 18, 2011 11:33 pm

Might as well drop my question here: does anyone know why this happens? The area is raised above sealevel, but when further away it shows up as water. When I get closer the water dissapears, but it's quite annoying!

http://i164.photobucket.com/albums/u15/StarX_GFX/LODProblem.jpg

Cheers!
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Yonah
 
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Post » Sat Feb 19, 2011 4:27 am

Might as well drop my question here: does anyone know why this happens? The area is raised above sealevel, but when further away it shows up as water. When I get closer the water dissapears, but it's quite annoying!

http://i164.photobucket.com/albums/u15/StarX_GFX/LODProblem.jpg

Cheers!


Was there no land there before you started building your city?? It's probably because the actual heightmap distand LOD is different to what your mod shows when close up.
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carrie roche
 
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Post » Sat Feb 19, 2011 12:43 am

Was there no land there before you started building your city?? It's probably because the actual heightmap distand LOD is different to what your mod shows when close up.


Aha, that must be it than! Any idea how to fix this, do I need to use "update distant LOD" in the CS for the cells where this happens? I absolutely know little to nothing about LOD, so I better ask before I screw things up. :unsure:
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m Gardner
 
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Post » Sat Feb 19, 2011 8:40 am

Yeah, ask around in the CS forum. Perhaps tes4qlod can do it. Last time i tried to generate distand land there was a giant error and it made the height of the land 1,000,000 or so high and so all you could see was this giant pillar of land. Not fun.
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GEo LIme
 
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Post » Sat Feb 19, 2011 6:58 am

Yeah, ask around in the CS forum. Perhaps tes4qlod can do it. Last time i tried to generate distand land there was a giant error and it made the height of the land 1,000,000 or so high and so all you could see was this giant pillar of land. Not fun.


That's a massive mountain! But not very cool indeed. I'll wait to see if Onra or Vorians can shed some light on this before going to the CS forums.
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Dj Matty P
 
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Post » Fri Feb 18, 2011 11:14 pm

That's a massive mountain! But not very cool indeed. I'll wait to see if Onra or Vorians can shed some light on this before going to the CS forums.


Vorians says ask Onra.
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Cccurly
 
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Post » Fri Feb 18, 2011 9:27 pm

@Onra - I know you're awfully busy already, but would it be possible in an update to add mips to the lod textures? Apparently that's what's causing the distant textures to show as multi-colored if the texture size isn't set to large.

Also, I found that compressing the files into a BSA reduces the overall size quite a bit, and makes installation a lot easier too. It would eliminate issues where people don't have the lods or meshes in the right place, so might actually save you some headache in the long run. If you're too busy for either of these, just let me know and I can probably do it then send you the files.
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lucile davignon
 
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Post » Sat Feb 19, 2011 5:17 am

@Onra - I know you're awfully busy already, but would it be possible in an update to add mips to the lod textures? Apparently that's what's causing the distant textures to show as multi-colored if the texture size isn't set to large.

Also, I found that compressing the files into a BSA reduces the overall size quite a bit, and makes installation a lot easier too. It would eliminate issues where people don't have the lods or meshes in the right place, so might actually save you some headache in the long run. If you're too busy for either of these, just let me know and I can probably do it then send you the files.


You can generate your own mipmaps, as shown http://www.gamesas.com/index.php?/topic/1093859-multi-coloured-lod/ in the mean time :D
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Samantha hulme
 
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Post » Sat Feb 19, 2011 1:21 am

You can generate your own mipmaps, as shown http://www.gamesas.com/index.php?/topic/1093859-multi-coloured-lod/ in the mean time :D

Nah, for my own game I just put the textures to large. It's going to come back up as an issue, though, when more people start using these heightmaps for their mods. Not everyone is able to run the game with large textures, and if Onra wants the look to be consistent across the board, this will need to be done at some point anyway.
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Holli Dillon
 
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Post » Sat Feb 19, 2011 5:59 am

@Onra - I know you're awfully busy already, but would it be possible in an update to add mips to the lod textures? Apparently that's what's causing the distant textures to show as multi-colored if the texture size isn't set to large.

Also, I found that compressing the files into a BSA reduces the overall size quite a bit, and makes installation a lot easier too. It would eliminate issues where people don't have the lods or meshes in the right place, so might actually save you some headache in the long run. If you're too busy for either of these, just let me know and I can probably do it then send you the files.


Not all of the files can be placed into BSAs. Some of them replace vanilla meshes (some of the land quads for example) and thus need to be placed loose into the correct folder within the Data folder to ensure they work. The totally new stuff can still be BSA'd of course.
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Katharine Newton
 
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Post » Fri Feb 18, 2011 9:50 pm

Might as well drop my question here: does anyone know why this happens? The area is raised above sealevel, but when further away it shows up as water. When I get closer the water dissapears, but it's quite annoying!

http://i164.photobucket.com/albums/u15/StarX_GFX/LODProblem.jpg


I'm assuming that section of the city is below sea level? If so, that's the problem. The game's engine renders LOD water at height 0 and ONLY at height 0. You're experiencing the opposite problem to the one I had with Brena River - in that the game is rendering something you don't want, where in my case it wasn't rendering something I did want. I was able to solve my problem by hacking together a trick mesh to generate LOD water, but in your case I don't think there's anything that can be done.

Now if that's not supposed to be below sea level you'll need to have the LOD mesh regenerated to fix that, although that's not going to be perfect.
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James Wilson
 
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Post » Fri Feb 18, 2011 9:12 pm

I'm assuming that section of the city is below sea level? If so, that's the problem. The game's engine renders LOD water at height 0 and ONLY at height 0. You're experiencing the opposite problem to the one I had with Brena River - in that the game is rendering something you don't want, where in my case it wasn't rendering something I did want. I was able to solve my problem by hacking together a trick mesh to generate LOD water, but in your case I don't think there's anything that can be done.

Now if that's not supposed to be below sea level you'll need to have the LOD mesh regenerated to fix that, although that's not going to be perfect.


I'm not sure I understand, but I'll try. The land on which the city is build on is raised above sea level, so it shouldn't be showing any water there. So I guess it must be the LOD mesh, but I'm not sure I want to mess with that really. I'm not even sure on how to generate a LOD mesh for the specific cells I've altered. This is a real bummer!
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JD FROM HELL
 
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Post » Fri Feb 18, 2011 11:24 pm

Yep, that's the LOD mesh then. You can't generate one just for the specific portion of the city you're working on. It's all at the quad level. 32x32 cells.

It sounds like what probably needs to happen is your landscape changes to fit the city in need to get incorporated back into the heightmap master files and a new LOD mesh generated for that.
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Justin Hankins
 
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