Tamriel Worldspace Modding Project II

Post » Thu Jul 08, 2010 5:39 pm

>< But I can't get Wrye Bash to work. Why does everything need Wrye Bash.


As the heightmaps are creating completely new cells you have to use them as masterfiles for your mods. Usually master files are esm's, but as Oblivion can not handle esm's which make edits to the tamriel worldspace it is not possible to convert the heightmaps into esm's. The only way to use them as masterfiles is to esmify themn and the easiest way for this is to use wyre bash, as it has a simple one click function for it ...wrye bash is easy to install.... everything comes as a full automated installer :-)
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Alyce Argabright
 
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Post » Thu Jul 08, 2010 10:04 pm

Yeah I know that but I can't get it to start. I've followed their directions but nothing. I don't know where I should install the Python junk. I thought I had it installed but that doesn't appear the case. ALso, do you know of another way of changing a .esp to .esm since that sounds like what you are telling me to do.
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James Hate
 
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Post » Fri Jul 09, 2010 1:09 am

Yeah I know that but I can't get it to start. I've followed their directions but nothing. I don't know where I should install the Python junk. I thought I had it installed but that doesn't appear the case. ALso, do you know of another way of changing a .esp to .esm since that sounds like what you are telling me to do.


You can use TES4Gecko to convert the ESP into an ESM, then rename the ESM back to an ESP. If you do this, you should keep two copies, one the original ESP, one the ESMified version and use one in the CS and the other in-game.
OR
You can use TES4Edit to tick the ESM Record Flag in the File Header record of the ESP.
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lucile davignon
 
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Post » Thu Jul 08, 2010 1:52 pm

Download the one that includes python. Wrye Bash is just so awesome it's worth the bother of getting it to work. Even though it's not that much bother.
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Emily abigail Villarreal
 
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Post » Thu Jul 08, 2010 4:54 pm

You can use TES4Gecko to convert the ESP into an ESM, then rename the ESM back to an ESP. If you do this, you should keep two copies, one the original ESP, one the ESMified version and use one in the CS and the other in-game.
OR
You can use TES4Edit to tick the ESM Record Flag in the File Header record of the ESP.


Thanks. :D Just wha ti was looking for.
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Emily abigail Villarreal
 
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Post » Thu Jul 08, 2010 9:11 pm

I give up. I can't get the stupid house to work. Hours of work [censored] wasted.
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Chrissie Pillinger
 
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Post » Thu Jul 08, 2010 10:03 pm

I give up. I can't get the stupid house to work. Hours of work [censored] wasted.


If you explain your problem a bit more clearly someone will be able to help you out.
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jennie xhx
 
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Post » Thu Jul 08, 2010 11:09 pm

Tamriel is growing :-)

currently working on the Morrowind map and updating Black Marsh . The Black Marsh east costline and the north have been remade to work properly with the new created Morrowind mainland.

The two missing small Argonian islands (Topal bay and east coast) have been added as well.


here we go VERY BASIC screenshot of the Morrowind and Black Marsh heightmap :

http://www.tesnexus.com/downloads/images/27235-1-1276765660.jpg


have fun :foodndrink:
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Charity Hughes
 
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Post » Thu Jul 08, 2010 7:48 pm

Tamriel is growing :-)

currently working on the Morrowind map and updating Black Marsh . The Black Marsh east costline and the north have been remade to work properly with the new created Morrowind mainland.

The two missing small Argonian islands (Topal bay and east coast) have been added as well.


here we go VERY BASIC screenshot of the Morrowind and Black Marsh heightmap :

http://www.tesnexus.com/downloads/images/27235-1-1276765660.jpg


have fun :foodndrink:



Choice one thank you for all your efforts,. so I'll be able to generate a complete map soon by the sounds,..

BTW while i'm thinking about that I was told you can join the .dds and the _fn.dds files in the generated folder up to form a map and the _fn.dds are the normal maps and both these can be used with a filter in
a paint program to create a map with the landscape shape to it as per this map done by Kosomot/whisselj http://www.tesnexus.com/downloads/file.php?id=2634

Does anyboy know what filter that is or where there a 101 tut for doing that? he hasn't answered me as yet and I'd like to practice a bit before trying the Tamriel world as a whole map
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Bambi
 
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Post » Thu Jul 08, 2010 3:36 pm

Tamriel is growing :-)

currently working on the Morrowind map and updating Black Marsh . The Black Marsh east costline and the north have been remade to work properly with the new created Morrowind mainland.

The two missing small Argonian islands (Topal bay and east coast) have been added as well.


here we go VERY BASIC screenshot of the Morrowind and Black Marsh heightmap :

http://www.tesnexus.com/downloads/images/27235-1-1276765660.jpg


have fun :foodndrink:



Looks great onra. :)
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JeSsy ArEllano
 
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Post » Thu Jul 08, 2010 10:36 pm

http://www.tesnexus.com/downloads/images/27235-1-1276765660.jpg


Looks very nice so far, only suggestion is move Topal Island a little further west, unless of course you're trying to keep it in the quad it is. How does the scale of Vvardenfell compare to in Elder Scrolls 3?
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jodie
 
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Post » Fri Jul 09, 2010 3:46 am

I give up. I can't get the stupid house to work. Hours of work [censored] wasted.


Assuming you've managed to use Gecko or T4Edit to ESMify the heightmap ESP, you then need to start again with creating your mod, as presently your ESP has created its own new cells, which the heightmap ESP is overriding, causing your edits to disappear. Copy your house into an interior cell temporarily, use TES4Edit to remove all changes in your ESP to the Tamriel worldspace, then activate your ESP in the CS with the ESMified heightmap ESP ticked too. Now copy your house from the interior cell back to the exterior location, save and it should work (don't forget to ESPify the heightmap ESP before testing in-game).
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flora
 
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Post » Fri Jul 09, 2010 2:21 am

Looks very nice so far, only suggestion is move Topal Island a little further west, unless of course you're trying to keep it in the quad it is. How does the scale of Vvardenfell compare to in Elder Scrolls 3?


Yep I could move Topal island a little bit but not too far as I do not want to use a new lod quad just for this small island :-)

Vardenfell has been rescaled to match Tes4...the location should be nearly perfect, which took me a really long time...the Morrowind mainland is mainly based on the Tamriel Rebuild maps :-)

Solstheim and Telvanni island will be added as well

cheers
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Sheila Reyes
 
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Post » Thu Jul 08, 2010 10:02 pm

Hey Onra, if you feel up to it after this project, can you type up a nice tutorial on making large heightmaps? And by large I mean roughly the size of vanilla Cyrodiil, not to the extent of these Tamriel ones. I've been able to make some fairly ugly ones using MooCow's Landscaping Tutorial (can't find it on the web anywhere now, tho) but I'm always plagued by incorrect terrain and land tears. Maybe it's just a case of needing more experience, but I figure if anyone has oodles of knowledge to pass on it's you. Yes I said "oodles". Sue me.
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Solène We
 
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Post » Fri Jul 09, 2010 2:48 am

Awesome work on the new heightmaps, Onra! :foodndrink:

A few sunny pics from Senchal to cheer things up:

http://www.invision.tesalliance.org/forums/uploads/1276734989/gallery_114_64_631631.jpg
http://www.invision.tesalliance.org/forums/uploads/1276734989/gallery_114_64_875793.jpg
http://www.invision.tesalliance.org/forums/uploads/1276734989/gallery_114_64_7781.jpg

Cheers!
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Krystal Wilson
 
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Post » Fri Jul 09, 2010 3:41 am

Awesome work on the new heightmaps, Onra! :foodndrink:

A few sunny pics from Senchal to cheer things up:

http://www.invision.tesalliance.org/forums/uploads/1276734989/gallery_114_64_631631.jpg
http://www.invision.tesalliance.org/forums/uploads/1276734989/gallery_114_64_875793.jpg
http://www.invision.tesalliance.org/forums/uploads/1276734989/gallery_114_64_7781.jpg

Cheers!


Sweet, StarX.
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clelia vega
 
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Post » Thu Jul 08, 2010 8:01 pm

Whoa! Nice job, StarX, it looks great!
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Big Homie
 
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Post » Fri Jul 09, 2010 12:03 am

Awesome work on the new heightmaps, Onra! :foodndrink:

A few sunny pics from Senchal to cheer things up:

http://www.invision.tesalliance.org/forums/uploads/1276734989/gallery_114_64_631631.jpg
http://www.invision.tesalliance.org/forums/uploads/1276734989/gallery_114_64_875793.jpg
http://www.invision.tesalliance.org/forums/uploads/1276734989/gallery_114_64_7781.jpg

Cheers!

Wow! So different to Cyrodiil, which is exactly what it should be. Nice job.
And nice job on the heightmaps, Onra. :clap: (that emoticon looks oddly patronising)
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Jeremy Kenney
 
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Post » Thu Jul 08, 2010 6:25 pm

A few sunny pics from Senchal to cheer things up:


Excellent shots StarX, is that hand detailed or a region preset?

Skyrim update, an early shot of the first unique region, the http://i24.photobucket.com/albums/c23/qio/ScreenShot9-1.jpg?t=1276967859. It features unique ground textures and a new rock set. In addition to that I plan on bringing 5 new types of alchemy ingredients ingame for this region, and probably create some unique bushes. I also need help with a few things.

HELP:

1) If anybody has skill with texturing, I would appreciate if they could create some totally custom grass textures for me. I've tried myself editing vanilla stuff, and it all comes up looking really cheap.
2) Many of the Skyrim plugins are very old, predating the release of Shivering Isles. After merging some to my main file, I've found that Shivering Isles references no longer show up in the construction set render window, I just get error markers. I got rid of this once before when I cleaned the mod in Gecko, but I don't remember how I did it anymore.
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Michelle Smith
 
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Post » Thu Jul 08, 2010 11:26 pm

Oooh, a Vvardenfell heightmap is getting closer. Weeeee. Woohooo! :celebration::twirl: :dance: :twirl: :goodjob: :foodndrink:
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Kelly John
 
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Post » Thu Jul 08, 2010 5:47 pm

Excellent shots StarX, is that hand detailed or a region preset?

Skyrim update, an early shot of the first unique region, the http://i24.photobucket.com/albums/c23/qio/ScreenShot9-1.jpg?t=1276967859. It features unique ground textures and a new rock set. In addition to that I plan on bringing 5 new types of alchemy ingredients ingame for this region, and probably create some unique bushes. I also need help with a few things.

HELP:

1) If anybody has skill with texturing, I would appreciate if they could create some totally custom grass textures for me. I've tried myself editing vanilla stuff, and it all comes up looking really cheap.
2) Many of the Skyrim plugins are very old, predating the release of Shivering Isles. After merging some to my main file, I've found that Shivering Isles references no longer show up in the construction set render window, I just get error markers. I got rid of this once before when I cleaned the mod in Gecko, but I don't remember how I did it anymore.


All hand detailed, so I still have tons of work to do! :bolt: Good looking landscape there, btw!

About the textures: Feel free to shoot me a PM with some more detailed info, maybe I can help out.
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Strawberry
 
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Post » Thu Jul 08, 2010 9:37 pm

awesome pics guys, keep up the sweet work!
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Melly Angelic
 
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Post » Fri Jul 09, 2010 6:27 am

After watching Animal Planet with some guy playing with venomous snakes in a south american jungle, I noticed that the ground was mainly covered with brownish leaves. So I tried recreating that look and I think it worked out. Here's a pic of my testing:

http://www.invision.tesalliance.org/forums/uploads/1277034002/gallery_114_64_518767.jpg

Cheers! :foodndrink:
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Alan Cutler
 
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Post » Fri Jul 09, 2010 7:06 am

After watching Animal Planet with some guy playing with venomous snakes in a south american jungle, I noticed that the ground was mainly covered with brownish leaves. So I tried recreating that look and I think it worked out. Here's a pic of my testing:

http://www.invision.tesalliance.org/forums/uploads/1277034002/gallery_114_64_518767.jpg

Cheers! :foodndrink:

Nice attention to detail! Bare ground is much more realistic for jungles and woodlands! It annoys me that Bethesda said they studied woodlands and forests before recreating them in-game, yet plastered the forest and woodland floors with long grass. Grass doesn't grow in heavily shaded areas!

You might want to check out http://www.destination360.com/south-america/brazil/amazon-jungle-tours# for ideas on jungle ground flora (click on the link under the pic). Loads of saplings and underbrush, but no grass at all. Crysis got it right. And so did you by the looks of things - your ground texture is very similar to the ground in the 360 degree photo!
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Add Meeh
 
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Post » Thu Jul 08, 2010 6:58 pm

Ooh, that was awesome! I probably can't make the rainforest as dense as that. At least not without blowing up peoples computer! :hehe:
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Cash n Class
 
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