Tamriel Worldspace Modding Project

Post » Sat Feb 19, 2011 8:04 am

Hm, that would mean that the landscape of the heightmap has to be sculpted almost exactly after my edits to the landscape there. Sounds like lots of work and Onra is very busy. Maybe I should just move the city (again! :facepalm: ) to the excisting land and not add any new. But let's wait and see what Onra can come up with.
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Cat
 
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Post » Sat Feb 19, 2011 1:52 am

A little tes4edit magic would be all it takes. Could even just drag the height data over and skip the actual texturing and vertex coloring if having textured city ground with nothing on it would be too jarring. Your city file would fill those in with its own landscape data.
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Terry
 
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Post » Sat Feb 19, 2011 1:06 am

A little tes4edit magic would be all it takes. Could even just drag the height data over and skip the actual texturing and vertex coloring if having textured city ground with nothing on it would be too jarring. Your city file would fill those in with its own landscape data.


I have no idea how to do that, but at least it made me update my very old TES4Edit version!

Edit: I THINK I found out where to do that (the screen with the rows and columns and the XYZ coordinates) when selecting "landscape" in the "worldspace" section.
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Sian Ennis
 
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Post » Sat Feb 19, 2011 1:05 am

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.

Ah, ok - didn't know that. I'm still learning about BSA's and lod stuff, though, so it's good to know. I take it resources in a BSA cannot be used to replace vanilla ones, even if the folder structure within the BSA is identical? I'm assuming that's because of the way it parses the BSA content?
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Spencey!
 
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Post » Sat Feb 19, 2011 5:27 am

@ Starx

as far as I understood you have generated new land to enlarge the location of Senchal and as well edited the landscape...so of course you have to generate a lod mesh for this area...without a proper lod mesh you will not see this new or edited landmass from the distance...keep in mind that if your city is very large you will probably need lod meshes for the new worldspaces you have created too....beside this it would be good to generate new landsacpe textures for this quad as well...if you want I can create lod meshes for you...no prob :-)

cheers
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Alister Scott
 
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Post » Sat Feb 19, 2011 9:32 am

I've also had to make some fairly major changes to the landscape, so that will need to be generated eventually. Also there is a mountain peak that i want to squash a bit so you can't jump from the mountain over the wall into the town :P
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NAkeshIa BENNETT
 
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Post » Sat Feb 19, 2011 12:18 am

@ Starx

as far as I understood you have generated new land to enlarge the location of Senchal and as well edited the landscape...so of course you have to generate a lod mesh for this area...without a proper lod mesh you will not see this new or edited landmass from the distance...keep in mind that if your city is very large you will probably need lod meshes for the new worldspaces you have created too....beside this it would be good to generate new landsacpe textures for this quad as well...if you want I can create lod meshes for you...no prob :-)

cheers


Ah cool! I'm learning a lot today, thanks to people like you, Vorians and Arthmoor. LOD seems a bit less of abracadabra now. The city worldspaces aren't really big, I made smaller worldspaces on purpose so I can give it a crowded feel.

What would be the best way to proceed? Just finish the total exterior of Senchal before sending you my esp?

I was also wondering if I could use TES4EDIT to copy parts of the Tamriel world into the city worldspaces, so they will better match the tamriel world.
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Monika
 
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Post » Sat Feb 19, 2011 6:24 am

I have no idea how to do that, but at least it made me update my very old TES4Edit version!

Edit: I THINK I found out where to do that (the screen with the rows and columns and the XYZ coordinates) when selecting "landscape" in the "worldspace" section.


Yeah. Specifically the VNML and VHGT sections. You can drag the entire section over to where you want it and it will copy all of the XYZ coordinate data across when you do. It can result in some land tearing though, so it would be best to test on a copy of your file in case it doesn't work out. There's apparently some overlap in how LAND records work.

I was also wondering if I could use TES4EDIT to copy parts of the Tamriel world into the city worldspaces, so they will better match the tamriel world.


Shouldn't be necessary if your city worldspaces have Tamriel as their parent. Any changes you make to Tamriel landscape will be reflected in the city's worldspace.

Ah, ok - didn't know that. I'm still learning about BSA's and lod stuff, though, so it's good to know. I take it resources in a BSA cannot be used to replace vanilla ones, even if the folder structure within the BSA is identical? I'm assuming that's because of the way it parses the BSA content?


There's been some reports scattered around that a resource in one BSA cannot override resources in another BSA, and may even crash the game. So if you want to override a BSA, it has to be with a loose file.
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Maria Leon
 
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Post » Fri Feb 18, 2011 10:09 pm

Ah cool! I'm learning a lot today, thanks to people like you, Vorians and Arthmoor. LOD seems a bit less of abracadabra now. The city worldspaces aren't really big, I made smaller worldspaces on purpose so I can give it a crowded feel.

What would be the best way to proceed? Just finish the total exterior of Senchal before sending you my esp?

I was also wondering if I could use TES4EDIT to copy parts of the Tamriel world into the city worldspaces, so they will better match the tamriel world.



for the worldspace...don't know how much you have built yet in your new world space...but best solution is to create a new worldspace with the Tamriel ws as parent worldspace...this way you will have a complete lod of tamriel ...

edit to slow as always :rolleyes:

for the lod meshes...it is not that difficult...I can pm you a walkthrough how to create them :-)
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Ashley Hill
 
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Post » Sat Feb 19, 2011 4:11 am

Thanks for the anwser both! I never worked with worldspaces much so that's very handy!

Gotta love the TES modding community for helping eachother out! :goodjob:

@Onra: that would be great! Once I learn I never forget!
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Ray
 
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Post » Sat Feb 19, 2011 11:30 am

for the lod meshes...it is not that difficult...I can pm you a walkthrough how to create them :-)

Hey Onra, could you shoot me a copy of that too?
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Chenae Butler
 
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Post » Fri Feb 18, 2011 10:43 pm

Me too :P
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Sakura Haruno
 
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Post » Sat Feb 19, 2011 2:50 am

ok will write a lod meshes guide tomorrow and pm you all :-)

I am to tired now ( after a sunny afternoon in a nice beer garden :foodndrink: )

cheers
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renee Duhamel
 
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Post » Sat Feb 19, 2011 2:29 am

ok will write a lod meshes guide tomorrow and pm you all :-)

I am to tired now ( after a sunny afternoon in a nice beer garden :foodndrink: )

cheers


A beer garden, heh? I was on a beer boat (well, we call it a fishing trip, but that's just a poor excuse!) a few days ago. :foodndrink:

Take your time!
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Ownie Zuliana
 
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Post » Sat Feb 19, 2011 1:20 am

Good news everyone! Onra and I will be working in the coming weeks to transfer all the old content from the defunct Skyrim team onto his Tamriel Heightmap

Here are some screens of the 3 towns complete and polished towns:

Pagran Village:

http://s11.photobucket.com/albums/a177/SilgradTower/ForumAttachments/sk/Oblivion2008-04-3020-29-40-84.jpg
http://s11.photobucket.com/albums/a177/SilgradTower/ForumAttachments/sk/Oblivion2008-07-0723-26-03-68.jpg
http://s11.photobucket.com/albums/a177/SilgradTower/ForumAttachments/sk/Oblivion2008-07-0723-24-11-40.jpg
http://s11.photobucket.com/albums/a177/SilgradTower/ForumAttachments/sk/Oblivion2008-07-0723-24-57-25.jpg

Reich Corigate:

http://s24.photobucket.com/albums/c23/qio/?action=view¤t=ScreenShot5-1.jpg

Vernim Wood:

http://s24.photobucket.com/albums/c23/qio/?action=view¤t=ScreenShot2.jpg
http://s24.photobucket.com/albums/c23/qio/?action=view¤t=ScreenShot1.jpg
http://s24.photobucket.com/albums/c23/qio/?action=view¤t=ScreenShot0.jpg

In addition I have 20 some odd dungeons, made with Fort and Cave meshes, as well as 2 new unique tilesets (Barrow and Ice Cave). Some of these dungeons are quite collosal, with as many as four levels to them.

Some unique armor and weapons:

http://www.silgradtower.net/PublicForumAttachments/Forum2/images/attachment-15208.jpg
http://s11.photobucket.com/albums/a177/SilgradTower/ForumAttachments/sk/Nordic_SilverWpn_Set_03.jpg
http://s11.photobucket.com/albums/a177/SilgradTower/ForumAttachments/sk/Nordic_SilverWpn_Set_02.jpg
http://s11.photobucket.com/albums/a177/SilgradTower/ForumAttachments/sk/Nordic_SilverWpn_Set_07.jpg
http://s11.photobucket.com/albums/a177/SilgradTower/ForumAttachments/sk/Nordic_SilverWpn_Set_04.jpg
http://www.silgradtower.net/PublicForumAttachments/Forum2/images/attachment-6789.jpg
http://www.silgradtower.net/PublicForumAttachments/Forum2/images/attachment-6790.jpg
http://tesnexus.com/downloads/images/26339-5-1249675118.jpg
http://tesnexus.com/downloads/images/26339-4-1249675030.jpg
http://tesnexus.com/downloads/images/26339-5-1249675030.jpg

There is also a wealth of untapped content that will be released alongside it as Nord related modded resources, including a few architecture sets.
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marina
 
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Post » Sat Feb 19, 2011 11:20 am

wow siegfried.... that stuffs all so awesome!! i cant wait to see all this stuff in game. what mod is this originally from?
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Nick Swan
 
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Post » Sat Feb 19, 2011 2:50 am

fantastic, this project is something astounding :lol:
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josh evans
 
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Post » Sat Feb 19, 2011 4:26 am

Good news everyone! Onra and I will be working in the coming weeks to transfer all the old content from the defunct Skyrim team onto his Tamriel Heightmap

Here are some screens of the 3 towns complete and polished towns:

Pagran Village:

Reich Corigate:

Vernim Wood:

In addition I have 20 some odd dungeons, made with Fort and Cave meshes, as well as 2 new unique tilesets (Barrow and Ice Cave). Some of these dungeons are quite collosal, with as many as four levels to them.

Wow! Will all of this be in the next release of the Skyrim map, or a later one? I'm waiting on the next version for land tears, but even if it's a later one, I may want to put my Ravensgate mod on hold for this...
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Marcus Jordan
 
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Post » Sat Feb 19, 2011 3:09 am

Wow! Will all of this be in the next release of the Skyrim map, or a later one? I'm waiting on the next version for land tears, but even if it's a later one, I may want to put my Ravensgate mod on hold for this...



Hey

I will soon release an update of the Hammerfell/HighRock map so that you can continiue work having a proper masterfile :-)

progress report so far

fixed all land tears, generated pathgrids for Hammerfell, generated full detailed region for the south of Skyrim ( currently improving it)

cheers


PS: I have to complete the heightmaps first (Morrowind/Skyrim) before improving Skyrim further on
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Fiori Pra
 
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Post » Sat Feb 19, 2011 10:57 am

Scanned a bit. Read the OP.
Maybe I missed it.
I am wondering about how the Oblivion engine loads the data? Will it load all hightmaps one implement and thus take a chunk of video memory? How much (in round terms) is used? I got 1792MB but I feel I am filling that up pretty fast :P

Thanks Onra - this is great stuff!
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Ellie English
 
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Post » Fri Feb 18, 2011 10:08 pm

Good news everyone! Onra and I will be working in the coming weeks to transfer all the old content from the defunct Skyrim team onto his Tamriel Heightmap

Here are some screens of the 3 towns complete and polished towns:

*snip*


Wow, that's a lot of high quality content! This would give the Skyrim part of the heightmap an immediate boost! :foodndrink:
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Bones47
 
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Post » Sat Feb 19, 2011 10:02 am

Scanned a bit. Read the OP.
Maybe I missed it.
I am wondering about how the Oblivion engine loads the data? Will it load all hightmaps one implement and thus take a chunk of video memory? How much (in round terms) is used? I got 1792MB but I feel I am filling that up pretty fast :P

Thanks Onra - this is great stuff!



Heightmaps are not stored in the video card ram, just in the normal ram. You could always reduce the sizes of the bigger DDS-files to decrease video ram usage...
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Myles
 
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Post » Sat Feb 19, 2011 12:16 am

ok will write a lod meshes guide tomorrow and pm you all :-)
cheers


A guide to creating LOD land quads? I'll take a copy please.
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teeny
 
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Post » Fri Feb 18, 2011 9:31 pm

Heightmaps are not stored in the video card ram, just in the normal ram. You could always reduce the sizes of the bigger DDS-files to decrease video ram usage...



thx Iggey...btw I guess you have to update your map ...Valenwood looks much better now (improved vertex shading) ..also by using the new textures you will be able to see the new roads on your map :-)

cheers
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Nick Jase Mason
 
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Post » Sat Feb 19, 2011 5:25 am

A guide to creating LOD land quads? I'll take a copy please.



...on the way :-)
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Jade
 
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