Tamriel Worldspace Modding Project

Post » Sat Feb 19, 2011 2:36 am

Yeah, I'll update my map next weekend. Luckily I remembered to write down the percentage to wich the tes4qlod bmps needs to be shrunk last time I worked on the map.
So it'll be a lot easier this time.
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Jordyn Youngman
 
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Post » Sat Feb 19, 2011 9:23 am

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...

Thanks; it's a jungle out there :batman:
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Tai Scott
 
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Post » Sat Feb 19, 2011 4:25 am

...on the way :-)


Thankee sai.
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Justin Hankins
 
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Post » Sat Feb 19, 2011 8:01 am

Since I figured I would encounter quite a few problems with the latest city layout I decided to restart a few days ago. The basic layout is ready and the city is connectected by roads to Corinthe and (the still to be build) Thorval. I also decided to make it blend in more with the area by adding some jungle-style areas around the city, which makes it nice and green.

Here are a few screenies:

http://www.invision.tesalliance.org/forums/uploads/1274936861/gallery_114_64_1201739.jpg

http://www.invision.tesalliance.org/forums/uploads/1274936861/gallery_114_64_829260.jpg

Cheers!
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Katie Samuel
 
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Post » Fri Feb 18, 2011 10:49 pm

nice castle star! looks absolutely amazing!
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Chris Guerin
 
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Post » Fri Feb 18, 2011 9:08 pm

nice castle star! looks absolutely amazing!


Thank you! There is still so much you can do with vanilla meshes and a bit of retexing. So many nice combinations to be found. :)
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Beulah Bell
 
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Post » Fri Feb 18, 2011 10:17 pm

damn Star, really awesome looking castle..i'm totally lovin the atmosphere :D
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Amy Cooper
 
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Post » Sat Feb 19, 2011 5:55 am

Excuse me for a moment while I pick my jaw up off of the ground...
All of these are super-awesome! Onra, are you going to be updating the Summerset Isles?
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Erika Ellsworth
 
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Post » Fri Feb 18, 2011 10:40 pm

damn Star, really awesome looking castle..i'm totally lovin the atmosphere :D


Aye, thanks mate! Just testing out some new stuff:

http://www.invision.tesalliance.org/forums/uploads/1274936861/gallery_114_64_177309.jpg

Just testing out some Assassin's Creed style starting points for climbing rooftops etc. The main city of Senchal will feature a few of these starting points that can lead to some interresting stuff (Either that, or you can just fall down to break your neck!).

Cheers!
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Natalie Harvey
 
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Post » Fri Feb 18, 2011 8:52 pm

@ Mathalter

I defenetely will continiue working on the Summerset Landscapes ...but for the moment I am busy with the heightmaps...replacing the basic regions with fully detailed ones etc etc

cheers
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Lindsay Dunn
 
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Post » Sat Feb 19, 2011 12:28 pm

hey star if you ever need a beta tester for senchal im up for it! also is senchal dependant on elsweyr or not?
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Tamara Dost
 
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Post » Fri Feb 18, 2011 11:08 pm

@ Onra:

Just checking to see if there was an update with roads and things coming up. I'm working on Vulkhal Guard down at the bottom of the West Summerset Isle and am slowly working my way up to the top.
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Je suis
 
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Post » Sat Feb 19, 2011 2:11 am

hey star if you ever need a beta tester for senchal im up for it! also is senchal dependant on elsweyr or not?


Heya! Yes, it depents on Illiana's mod, as that already has all the stuff like trees, plants and rocks that the Senchal surrounding also needs. Beta testing may take a while, especially the interiors as the Jurad city tileset has none and Grond from TesAlliance is working on them. But as soon as I think the Tamriel worldspace part is ready that can be tested of course, so I'll keep your offer in mind! :foodndrink:
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Tiffany Holmes
 
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Post » Sat Feb 19, 2011 8:35 am

@ Onra:

Just checking to see if there was an update with roads and things coming up. I'm working on Vulkhal Guard down at the bottom of the West Summerset Isle and am slowly working my way up to the top.



sounds good...I am currently improving the Hammerfell High Rock map..next will be Blackmarsh...then Morrowind

Heya! Yes, it depents on Illiana's mod, as that already has all the stuff like trees, plants and rocks that the Senchal surrounding also needs. Beta testing may take a while, especially the interiors as the Jurad city tileset has none and Grond from TesAlliance is working on them. But as soon as I think the Tamriel worldspace part is ready that can be tested of course, so I'll keep your offer in mind! :foodndrink:



yep...for Valenwood /Elsweyr mods it will always be the same requirements and load order

Valenwood.esp
ElsweyrAnequina.esp
Valenwood_Anequina_Patch
all other mods taking place there

cheers
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helliehexx
 
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Post » Fri Feb 18, 2011 8:58 pm

Hey I was wondering if there has been or will there be an upcomin Skyrim heightmap?
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Bonnie Clyde
 
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Post » Sat Feb 19, 2011 4:20 am

That's the next one in the works. From what I understand, the Hammerfell_HighRock heightmap covers Hammerfell, High Rock, and a little bit of Skyrim. The next heightmap will get the rest of Tamriel in there with Morrowind and Skyrim. Just a little bit longer ;)
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Albert Wesker
 
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Post » Sat Feb 19, 2011 9:20 am

That's the next one in the works. From what I understand, the Hammerfell_HighRock heightmap covers Hammerfell, High Rock, and a little bit of Skyrim. The next heightmap will get the rest of Tamriel in there with Morrowind and Skyrim. Just a little bit longer ;)


Haha cool thank you.
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des lynam
 
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Post » Fri Feb 18, 2011 10:56 pm

That's the next one in the works. From what I understand, the Hammerfell_HighRock heightmap covers Hammerfell, High Rock, and a little bit of Skyrim. The next heightmap will get the rest of Tamriel in there with Morrowind and Skyrim. Just a little bit longer ;)


And it will feature 3+ Nord Towns and 15+ dungeons.
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CSar L
 
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Post » Sat Feb 19, 2011 1:47 am

And it will feature 3+ Nord Towns and 15+ dungeons.


Will the towns and dungeons be in a separate esp, or included as content with the heightmap esp?
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Amy Masters
 
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Post » Sat Feb 19, 2011 4:51 am

Will the towns and dungeons be in a separate esp, or included as content with the heightmap esp?



of course having as much as possible in one file seems to be the best solution...but the heightmap esp's of the north are getting very big....means we cant decide this before the Morrowind /Skyrim map has been finished :-)

cheers
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kevin ball
 
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Post » Sat Feb 19, 2011 3:28 am

i was looking at http://www.tesnexus.com/downloads/file.php?id=30875, which has the northern provinces smaller. here is what it http://img194.imageshack.us/img194/5264/tammap.jpg to.



Kia Ora

First up you al need to know I'm greener than hemp when it come to this.

I started with iggy's old map and use the "Nirn-Karte" as a reference for the general size, I then got hold of some Elven style parts that I overlayed
to form the whole map,. the last map I did allows sailing roynd the whole of Tamriel BUT I am having a problem scaling it correctly mostlty cause I
not sure of the best way to do it and as somebody said Photoshop doesn't like this size file. I have based eveything on keeping Cyrodill the correct
size, at this time with travel icons as close as to the towns in and around Cyrodil the bottom point of Elsweyr round Senchal is about the same distance
from Senchal to the Topal Bay label away from the point of origen when I sail to the point in game world, thats to say if when I'm in the game on a boat
at the tip of that landmass and look at my map the land is that much higher than I am.

Summset Isle ahs been move and resized to suit the highmaps so that the travel icons land about right for the Firsthold mod.

I'm at a lost to scale them correctly as theres no world map to scale off of and the scaling has been done province by province it seems so if somebody
wish's to take that world map or any part of what I have there and correct it please feel free. I have a i7 950 cpu with 6gig ram and 2 EN250GTS sli'd giving
2 gig's vid ram and PhotoShop dies making the dds files if I try make it from a psd file I have to use a jpg and do it right after I start Photoshop when it's fresh
this takes about 3-5 mins to save,.. I would need to know the image size to begin with and what to set the worldspace to before I start pushing and pulling at
Travel icons to make an accurate esp file that everybody can use,.. Worms templates are for Cyrodill and not a world maps (yes I tried them too).

Sorry I did not get it right,.. but this ole Kiwi did try and would have another shot if I knew what the numbers where, it took me a long time to get it to where
it is loading and reloading the game to test each digit change
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jaideep singh
 
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Post » Sat Feb 19, 2011 1:16 am

of course having as much as possible in one file seems to be the best solution...but the heightmap esp's of the north are getting very big....means we cant decide this before the Morrowind /Skyrim map has been finished :-)

cheers


Considering that, would it be better to make the Morrowind and Skyrim heightmaps separate? Given the interest in Morrowind and the wealth of resources out there for it, its entirely possible that the Morrowind/Skyrim heightmap would become the most populous.
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Alex [AK]
 
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Post » Sat Feb 19, 2011 10:14 am

Just a thought..I think that cities and dungeons should be left out of the final release...if the point of the heightmap is for other modders to use them to create their own work, adding cities and dungeons would ruin much of the fun if you ask me.
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quinnnn
 
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Post » Sat Feb 19, 2011 12:41 am

Just a thought..I think that cities and dungeons should be left out of the final release...if the point of the heightmap is for other modders to use them to create their own work, adding cities and dungeons would ruin much of the fun if you ask me.

Well, it depends on how you look at it. As I understand it the long, long-term goal here is to make all of Tamriel playable, not necessarily just through other people modding for these heightmaps, but in general. They're more of a means to an end rather than the end themselves. In this case, any extra details that Onra (and team) can add to the initial heightmaps is a good thing. Granted, I probably wouldn't want a single author to do all of Tamriel themselves (which sounds like your concern as well here), but every step towards a 100% playable Tamriel is a step in the right direction. All of the major cities/dungeons/landmarks etc are still being done by other modders, so we'll still get plenty of variety in the final product.

'Course, I'm not part of Onra's team so I'll let them give you a more "official" response. The above is just my take on it.
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Rex Help
 
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Post » Sat Feb 19, 2011 1:15 am

My opinion is the same as Omegacron's. Just sayin'. :celebration:
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Amysaurusrex
 
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