Tamriel Worldspace Modding Project II

Post » Wed Jul 07, 2010 10:50 pm

or you can just run
C:/python26/python.exe scripts/niftoaster.py modify_makefarnif --only _far.nif$ "D:\Games\Extracted BSAs\Vanilla\meshes\"

(of course requires Python and PyFFI installed and change the path to point to your meshes (and the path to python if needed))
...
oh and what I actually came over here to ask... Onra, am I correct that the coastline of Elsewyr and Valenwood are pretty likely to stay the same (except for further mods) (andd that all teh other provinces coast lines still could likely change a bit?)
Pacific Morrowind



the basic landmasses ( shape, seize, coastlines, height levells) will not be edited any further by me...only thing I plan to add are some rivers for Valenwood and Hammerfell and main roads for all provinces later on but I think this will not change the heightmaps dramatically

cheers
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KRistina Karlsson
 
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Post » Wed Jul 07, 2010 10:10 pm

Just for the record, he is still actively working on it. I lurk a lot on the forum and there's still a lot of activity surrounding the pack. In fact, a couple of my custom creatures are based off of WAALX meshes. He replied to my PM with a green light, so he's most definitely still around. Hopefully we can plan on seeing his awesome monsters creeping around these heightmaps someday, but I'd still love to see additional new stuff that's not WAC-based.


Really, thats great news. I can't wait to see what the finished product looks like, since we haven't seen updates in over a year, there must be a ton of really impressive new stuff in it.
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A Boy called Marilyn
 
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Post » Wed Jul 07, 2010 10:15 pm

or you can just run
C:/python26/python.exe scripts/niftoaster.py modify_makefarnif --only _far.nif$ "D:\Games\Extracted BSAs\Vanilla\meshes\"

(of course requires Python and PyFFI installed and change the path to point to your meshes (and the path to python if needed))
Pacific Morrowind



*swipe* :bolt:

How long has that command been available for? Does it strip out EVERYTHING not needed by a FAR nif?
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Dark Mogul
 
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Post » Thu Jul 08, 2010 2:43 am

Why don't you try it and see? :hubbahubba:
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Kat Lehmann
 
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Post » Thu Jul 08, 2010 6:54 am

*swipe* :bolt:

How long has that command been available for? Does it strip out EVERYTHING not needed by a FAR nif?

lets see I think I wrote that up sometime early this year (oh there it is first in the version in 2.1.0.. released January 10th... and last bug (that I or Arthmoor found) fixed in 2.1.3 (released Febuary 20th)).
It *should* strip out everything**... though in many cases you might want to use Blender or Max to reduce vertices by hand -- or with a bit of care use
C:/python26/python.exe scripts/niftoaster.py opt_reducegeometry --only _far.nif$ -a 0.1 "D:\Games\Extracted BSAs\Vanilla\meshes\architecture"

(will only edit files whose names end in _far.nif and in the specified folder)
EDIT: Another potential batch/command line command you an use is:
C:/python26/python.exe scripts/niftoaster.py opt_reducegeometry --suffix "_far" -a 0.1 "D:\Games\Extracted BSAs\Vanilla\meshes\architecture"

(doesn't change any of the original files but instead does its changes and saves it as (f.e.) DarkTower_far.nif instead of DarkTower.nif... so you don't even have to do renaming by hand)
(note: degree of vertex reduction depends on both the mesh and the specific arg you use... e.g. 2 to reduce a little, 1 to reduce more, 0 to reduce even more, -0.1 is usually the highest level of optimization possible before significant graphical oddities occur)
By bit of care I mean you do have to look at the mesh afterwards (nifskope or in game) to make sure that you didn't specificy too high a reduction (that would be a low number like -1 or -1.5 or even -0.3 for some meshes) and it caused graphical oddities.
Pacific Morrowind
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Stacey Mason
 
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Post » Wed Jul 07, 2010 9:46 pm

Why don't you try it and see? :hubbahubba:


Easier said than done when I'm stuck in the office on my lunch break :) Now I can try it though!

lets see I think I wrote that up sometime early this year (oh there it is first in the version in 2.1.0.. released January 10th... and last bug (that I or Arthmoor found) fixed in 2.1.3 (released Febuary 20th)).
It *should* strip out everything**... though in many cases you might want to use Blender or Max to reduce vertices by hand -- or with a bit of care use
C:/python26/python.exe scripts/niftoaster.py opt_reducegeometry --only _far.nif$ -a 0.1 "D:\Games\Extracted BSAs\Vanilla\meshes\architecture"

(will only edit files whose names end in _far.nif and in the specified folder)
EDIT: Another potential batch/command line command you an use is:
C:/python26/python.exe scripts/niftoaster.py opt_reducegeometry --suffix "_far" -a 0.1 "D:\Games\Extracted BSAs\Vanilla\meshes\architecture"

(doesn't change any of the original files but instead does its changes and saves it as (f.e.) DarkTower_far.nif instead of DarkTower.nif... so you don't even have to do renaming by hand)
(note: degree of vertex reduction depends on both the mesh and the specific arg you use... e.g. 2 to reduce a little, 1 to reduce more, 0 to reduce even more, -0.1 is usually the highest level of optimization possible before significant graphical oddities occur)
By bit of care I mean you do have to look at the mesh afterwards (nifskope or in game) to make sure that you didn't specificy too high a reduction (that would be a low number like -1 or -1.5 or even -0.3 for some meshes) and it caused graphical oddities.
Pacific Morrowind


Fantastic!
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Sandeep Khatkar
 
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Post » Thu Jul 08, 2010 3:58 am

The vertex reduction code is still too touchy to be reliable, but the stripping function should be working properly at this point. I haven't played with it for awhile though and don't remember if everything got caught and fixed yet.
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kirsty williams
 
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Post » Thu Jul 08, 2010 12:29 pm

Interresting stuff on the _far meshes, I have quite a few that need to be done, so this is some good info. :foodndrink:

A little pic of a few fishermen houses on the cliffs next to Senchal (thanks Seigfried for the idea! :tops: ) Maybe I add a few more later on.

Cheers!

EDIT: http://www.invision.tesalliance.org/forums/uploads/1275929434/gallery_114_64_1076102.jpg :)
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YO MAma
 
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Post » Thu Jul 08, 2010 1:58 am

I rode through Valenwood from Anvil to get to Elswyer and the southern part of Cyrodiil - it was great. The blue tinting of the forest leaves (using OBGEv2 with colour mood) and the occasional picking of some ticks on the ground.

Now, I am having a spot of a problem with my game and I am going through all possible reasons (that I can think of) that could be affecting this.

As you probably know when using TES lod generator one gets a bunch of errors like this:
[01:50] LOD Generator: 
While at first it did not seem a problem I now can't generate any showable lods when I am in Elswyer.

I have been tweaking, rebuilding load order, bashing and such to get to the point where I can start a "real" character. Right now I am play testing with a Nord. So anyway, I've been rebuilding the lod with Tes4:Lod generator allot of times and maybe something eventually broke. I was thinking about all the stuff that the generator "injects" into the records of esm files and such, that it might have affected something in a funny way. I will switch the affected mods with the originals and see if that changes anything. But as I am going away for a week that will have to wait until I get back.

But the error when generating the Lods should get addressed, no? Arthmoor suggested setting the size of trees to 0.001 instead of removing or using 0.000 size.

Love your work on this Onra! :foodndrink:
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Ashley Hill
 
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Post » Thu Jul 08, 2010 9:23 am


EDIT: http://www.invision.tesalliance.org/forums/uploads/1275929434/gallery_114_64_1076102.jpg :)


Wow StarX, it's looking very nice :goodjob:
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John N
 
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Post » Thu Jul 08, 2010 1:22 pm

While at first it did not seem a problem I now can't generate any showable lods when I am in Elswyer.

I have been tweaking, rebuilding load order, bashing and such to get to the point where I can start a "real" character. Right now I am play testing with a Nord. So anyway, I've been rebuilding the lod with Tes4:Lod generator allot of times and maybe something eventually broke. I was thinking about all the stuff that the generator "injects" into the records of esm files and such, that it might have affected something in a funny way. I will switch the affected mods with the originals and see if that changes anything. But as I am going away for a week that will have to wait until I get back.

But the error when generating the Lods should get addressed, no? Arthmoor suggested setting the size of trees to 0.001 instead of removing or using 0.000 size.

Love your work on this Onra! :foodndrink:


TES4LODGen doesn't inject records into ESMs (nor into ESPs). It recreates the contents of the DistantLOD folder. Perhaps for some reason the program is no longer able to delete the old to generate new for you? Have you deleted all the files in this folder whose name begins Tamriel?
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Ella Loapaga
 
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Post » Thu Jul 08, 2010 12:54 am

Kia Ora


Is there a way to rebuild the Highmaps, I screwed up and did a msll edit without esmifying Summerset and now the land in the cell is flate as.

Or some way to repair the land,.. I shouldn't try do stuff late at night a, screwed hours of work in about 5 min

the other thing I need is niftoaster.py is ther a download for that wee script I haven't been able to find it
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phillip crookes
 
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Post » Thu Jul 08, 2010 12:40 am

TES4LODGen doesn't inject records into ESMs (nor into ESPs). It recreates the contents of the DistantLOD folder. Perhaps for some reason the program is no longer able to delete the old to generate new for you? Have you deleted all the files in this folder whose name begins Tamriel?



or maybe delete the complete LOD folder....also generating lod first and then changing load order can mess up things as well ...
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jessica sonny
 
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Post » Wed Jul 07, 2010 11:36 pm

Kia Ora


Is there a way to rebuild the Highmaps, I screwed up and did a msll edit without esmifying Summerset and now the land in the cell is flate as.

Or some way to repair the land,.. I shouldn't try do stuff late at night a, screwed hours of work in about 5 min

the other thing I need is niftoaster.py is ther a download for that wee script I haven't been able to find it


I guess you screwed up your mod esp and not the heightmap esp itself, by saving it without having the heightmap esmified....right? You could try to copy the heightmap data from the heightmap esp into your mod using Tes4edit...but I think it will be easier to rebuild your stuff...I know this is a real pain in the behind, but starting again and again and again buildinng the same stuff because of a stupid error is part of the maso modding fun :brokencomputer: I am sure every modder here can tell you about similar experiences :violin:

cheers
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Trevor Bostwick
 
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Post » Thu Jul 08, 2010 9:42 am

Oh yes, indeed we can. :laugh: These days I just laugh at the memories of my own "mistakes".
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Natalie Taylor
 
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Post » Thu Jul 08, 2010 1:17 am

Kia Ora


Is there a way to rebuild the Highmaps, I screwed up and did a msll edit without esmifying Summerset and now the land in the cell is flate as.

Or some way to repair the land,.. I shouldn't try do stuff late at night a, screwed hours of work in about 5 min

the other thing I need is niftoaster.py is ther a download for that wee script I haven't been able to find it


Restore that backup copy you created earlier in the day in case something went wrong.... :unsure:
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latrina
 
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Post » Thu Jul 08, 2010 3:00 am

I am sure every modder here can tell you about similar experiences :violin:


There have been plenty of times I just wanted to toss my comp out of the window! :rofl:

I had the same problem as Kiwi, though in the end it made me rethink my initial concept of Senchal and forced me to make a better planned version (and backups of course!).
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Anna Watts
 
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Post » Thu Jul 08, 2010 1:48 am

or maybe delete the complete LOD folder....also generating lod first and then changing load order can mess up things as well ...

Yeah, tried that a while ago - it is a good way to make sure though. This is my last few hours at home so I wont be able to do anything but thinking about solutions while away :D There is some oddness going on, so when I get back I am going to do a ghost install and start testing from there. I am also going to do a little more checking with TES4Edit and also see if something is wrong with my Wrye install.

Where I got the injecting part from, it was just something I read in the info window that TES Lod generator showed
[00:11] Loader: 
That's just one of many. This might just be information about what the other esp and esm are up to, I just mentioned it because I wasn't sure what was happening.

Cheers!
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Cedric Pearson
 
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Post » Thu Jul 08, 2010 9:42 am

EDIT: http://www.invision.tesalliance.org/forums/uploads/1275929434/gallery_114_64_1076102.jpg :)

It's looking really nice!
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lolli
 
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Post » Thu Jul 08, 2010 1:39 pm

It's looking really nice!


Thanks mate! :)
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Chica Cheve
 
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Post » Thu Jul 08, 2010 8:59 am

Kia Ora


Bummer StarX that house is gonna look like slum in the lot lol,.. it'll be right outta place lol
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Laura Simmonds
 
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Post » Wed Jul 07, 2010 11:19 pm

Just for the record, he is still actively working on it. I lurk a lot on the forum and there's still a lot of activity surrounding the pack. In fact, a couple of my custom creatures are based off of WAALX meshes. He replied to my PM with a green light, so he's most definitely still around. Hopefully we can plan on seeing his awesome monsters creeping around these heightmaps someday, but I'd still love to see additional new stuff that's not WAC-based.


I haven't used WAC before, does he have a dwemer steam centurion in there? I'd hate to scrap the mesh I'm working on, but if someone else has already done one then I can stop.
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ImmaTakeYour
 
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Post » Thu Jul 08, 2010 1:21 pm

Kia Ora


Bummer StarX that house is gonna look like slum in the lot lol,.. it'll be right outta place lol

No worries mate, it's a big jungle out there! :foodndrink:

I haven't used WAC before, does he have a dwemer steam centurion in there? I'd hate to scrap the mesh I'm working on, but if someone else has already done one then I can stop.

Nope, there's no dwemer centurion in WAC.

I did some dungeon testing to make a "jungle style" cave. A few of my Jungle Ogres found a nice spot in there! :clap:

Jungle Cave Test:

http://www.invision.tesalliance.org/forums/uploads/1275929434/gallery_114_64_168118.jpg

http://www.invision.tesalliance.org/forums/uploads/1275929434/gallery_114_64_764958.jpg

http://www.invision.tesalliance.org/forums/uploads/1275929434/gallery_114_64_679273.jpg

Cheers!
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Pants
 
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Post » Thu Jul 08, 2010 4:40 am

No worries mate, it's a big jungle out there! :foodndrink:


Nope, there's no dwemer centurion in WAC.

I did some dungeon testing to make a "jungle style" cave. A few of my Jungle Ogres found a nice spot in there! :clap:

Jungle Cave Test:

http://www.invision.tesalliance.org/forums/uploads/1275929434/gallery_114_64_168118.jpg

http://www.invision.tesalliance.org/forums/uploads/1275929434/gallery_114_64_764958.jpg

http://www.invision.tesalliance.org/forums/uploads/1275929434/gallery_114_64_679273.jpg

Cheers!



Realy Choice mate BTW have you seen the Lost Spires Caves,.. theyer nice textures too


and these are really choice as well

http://www.tesnexus.com/downloads/search.php

if the link doesn't work search for Adonnay, hes got neat stuff and is not oposed to being used,.. I have the swords in my Mod
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priscillaaa
 
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Post » Thu Jul 08, 2010 1:56 am

No worries mate, it's a big jungle out there! :foodndrink:


Nope, there's no dwemer centurion in WAC.

I did some dungeon testing to make a "jungle style" cave. A few of my Jungle Ogres found a nice spot in there! :clap:

Jungle Cave Test:

http://www.invision.tesalliance.org/forums/uploads/1275929434/gallery_114_64_168118.jpg

http://www.invision.tesalliance.org/forums/uploads/1275929434/gallery_114_64_764958.jpg

http://www.invision.tesalliance.org/forums/uploads/1275929434/gallery_114_64_679273.jpg

Cheers!


Incredible work as always, StarX!
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Music Show
 
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