Tamriel Worldspace Modding Project thread 3

Post » Sun May 29, 2011 2:13 am

TES4Edit allows for selecting a group of placed objects and toggling VWD.



Cool thanks I'll try that
User avatar
Becky Palmer
 
Posts: 3387
Joined: Wed Oct 04, 2006 4:43 am

Post » Sat May 28, 2011 3:40 pm

Those Morrowind pics look great! :clap: Gnisis here I come. :twirl:
User avatar
Ally Chimienti
 
Posts: 3409
Joined: Fri Jan 19, 2007 6:53 am

Post » Sat May 28, 2011 8:35 pm

I started playing around with your heightmaps this evening, starting with the Hammerfell High Rock map. Very impressive. This really opens up possibilities for things down the road.

I noticed one minor thing I figured I should report. Immediately to the west of a portion of the High Rock coast there is a section of the sea where the water is missing. It's a large rectangular area that's clearly visible from land. I'm assuming the water height just wasn't set correctly in these cells.

When standing at the tree located in cell -128, 51, position -519752, 211096, 6779, and looking west, the area is visible.
User avatar
Laura Mclean
 
Posts: 3471
Joined: Mon Oct 30, 2006 12:15 pm

Post » Sat May 28, 2011 12:10 pm

I started playing around with your heightmaps this evening, starting with the Hammerfell High Rock map. Very impressive. This really opens up possibilities for things down the road.

I noticed one minor thing I figured I should report. Immediately to the west of a portion of the High Rock coast there is a section of the sea where the water is missing. It's a large rectangular area that's clearly visible from land. I'm assuming the water height just wasn't set correctly in these cells.

When standing at the tree located in cell -128, 51, position -519752, 211096, 6779, and looking west, the area is visible.



thx for reporting :-)

in this version the surrounding seas have not been edited yet so there will be probably cells having a wrong water height

I am working on a major update of all maps ...will fix this as well :-)

cheers
User avatar
candice keenan
 
Posts: 3510
Joined: Tue Dec 05, 2006 10:43 pm

Post » Sat May 28, 2011 4:15 pm

thx for reporting :-)

in this version the surrounding seas have not been edited yet so there will be probably cells having a wrong water height

I am working on a major update of all maps ...will fix this as well :-)

cheers


Will you create the LOD trees and etc.? For some reason, now that I moved my Oblivion installation out of Programs, LOD Gen will not work.

Nice job to all of the recent stuff. :D
User avatar
SaVino GοΜ
 
Posts: 3360
Joined: Mon Sep 17, 2007 8:00 pm

Post » Sat May 28, 2011 5:53 pm

Figured I would point something funky out too. There's a land tear between Valenwood and Elseweyr at -3, -46 and -2, -47.
User avatar
Marta Wolko
 
Posts: 3383
Joined: Mon Aug 28, 2006 6:51 am

Post » Sat May 28, 2011 7:32 pm

Will you create the LOD trees and etc.? For some reason, now that I moved my Oblivion installation out of Programs, LOD Gen will not work.

Nice job to all of the recent stuff. :D



no I would have to generate new lod data for every update or new mod adding or editing lod objects

Figured I would point something funky out too. There's a land tear between Valenwood and Elseweyr at -3, -46 and -2, -47.


checked ingame and did not find any problem -3 -46 is exactly on the new road from Corinthe to Senchal/Thorval...probably you haven't updated all files properly ?

cheers
User avatar
aisha jamil
 
Posts: 3436
Joined: Sun Jul 02, 2006 11:54 am

Post » Sun May 29, 2011 1:50 am

UPDATE !

first of all I would like to show you the current version of my complete tamriel heightmap including all provinces and nearly all islands now as for example Solstheim,

Telvanni Islands, Topal Island etc etc...

the complete map has a total of 12 x 9 quads (118 quads), a map seize of 12288 x 9248 and is divided into 12 different esps and patches at the moment....


http://www.tesnexus.com/downloads/images/27235-1-1278848786.jpg


what I plan to do is .. improving the last parts ( mainly eastern Morrowind)... then export the complete map ( 118 raw files :o ) and improve the single raw files using

GEO Control 2 :drool: which is probably the best avaible terrain editing programm on this planet and which I have it on my computer now :woot:

finally I will try to import and merge everything back into ONE file....means the complete Tamriel heightmap as one esp...

I know this will probably mess up some of the work done already...but will make everything much easier in the future....

my thoughts are... using just one heightmap as a master plus one esp for every province (where all the region and other data will go)

modders will be able to merge their stuff into this province esps or use them as master files together with the tamriel heightmap....


thoughts ????


onra
User avatar
JESSE
 
Posts: 3404
Joined: Mon Jul 16, 2007 4:55 am

Post » Sat May 28, 2011 7:32 pm

Impressive... Very impressive, Onra! :foodndrink: Maybe you can start playing the game in 2016 now! :lol:

I know it's more convenient for future projects. But... What will this mean for the Senchal region? I really don't hope I have to start all over again because the heightmap is moved to the uber master esp. :huh:
User avatar
kirsty joanne hines
 
Posts: 3361
Joined: Fri Aug 18, 2006 10:06 am

Post » Sat May 28, 2011 6:07 pm

Impressive... Very impressive, Onra! :foodndrink: Maybe you can start playing the game in 2016 now! :lol:

I know it's more convenient for future projects. But... What will this mean for the Senchal region? I really don't hope I have to start all over again because the heightmap is moved to the uber master esp. :huh:


It'll mean a bit of technical fiddling in TES4Edit to transfer data around, such as comparing each old land record with the new to drag your edits across.
Might help to create a child worldspace of the current Tamriel worldspace, copy/paste in place all your placed objects into it, then break the parent worldspace link, swap Heightmap ESPs, recreate the parent worldspace link, and copy back to Tamriel worldspace your objects. That would probably work. Alternatively, set all your placed objects to persistent, swap Heightmap ESPs, then change them back to non-persistent - persistent objects won't care if the cell Form IDs change.
User avatar
DarkGypsy
 
Posts: 3309
Joined: Tue Jan 23, 2007 11:32 am

Post » Sun May 29, 2011 1:43 am

UPDATE !

first of all I would like to show you the current version of my complete tamriel heightmap including all provinces and nearly all islands now as for example Solstheim,

Telvanni Islands, Topal Island etc etc...

the complete map has a total of 12 x 9 quads (118 quads), a map seize of 12288 x 9248 and is divided into 12 different esps and patches at the moment....


http://www.tesnexus.com/downloads/images/27235-1-1278848786.jpg


what I plan to do is .. improving the last parts ( mainly eastern Morrowind)... then export the complete map ( 118 raw files :o ) and improve the single raw files using

GEO Control 2 :drool: which is probably the best avaible terrain editing programm on this planet and which I have it on my computer now :woot:

finally I will try to import and merge everything back into ONE file....means the complete Tamriel heightmap as one esp...

I know this will probably mess up some of the work done already...but will make everything much easier in the future....

my thoughts are... using just one heightmap as a master plus one esp for every province (where all the region and other data will go)

modders will be able to merge their stuff into this province esps or use them as master files together with the tamriel heightmap....


thoughts ????


onra

WOW!!! nice work Onra! cant wait for a release that looks outstanding!
User avatar
Lizzie
 
Posts: 3476
Joined: Sun Nov 19, 2006 5:51 am

Post » Sat May 28, 2011 8:03 pm

Wow, oh my! That truly is Tamriel. One big master file for the heightmap seems like a good idea. It's gonna need lots of GB, though...
User avatar
Deon Knight
 
Posts: 3363
Joined: Thu Sep 13, 2007 1:44 am

Post » Sat May 28, 2011 10:00 pm

Looks great onra! And I like the idea of a single esp with all height data in it, and then individual province esps.
User avatar
Sabrina Schwarz
 
Posts: 3538
Joined: Fri Jul 14, 2006 10:02 am

Post » Sat May 28, 2011 9:03 pm

UPDATE !

first of all I would like to show you the current version of my complete tamriel heightmap including all provinces and nearly all islands now as for example Solstheim,

Telvanni Islands, Topal Island etc etc...

the complete map has a total of 12 x 9 quads (118 quads), a map seize of 12288 x 9248 and is divided into 12 different esps and patches at the moment....


http://www.tesnexus.com/downloads/images/27235-1-1278848786.jpg


what I plan to do is .. improving the last parts ( mainly eastern Morrowind)... then export the complete map ( 118 raw files :o ) and improve the single raw files using

GEO Control 2 :drool: which is probably the best avaible terrain editing programm on this planet and which I have it on my computer now :woot:

finally I will try to import and merge everything back into ONE file....means the complete Tamriel heightmap as one esp...

I know this will probably mess up some of the work done already...but will make everything much easier in the future....

my thoughts are... using just one heightmap as a master plus one esp for every province (where all the region and other data will go)

modders will be able to merge their stuff into this province esps or use them as master files together with the tamriel heightmap....


thoughts ????


onra


Awesome onra. :D :D :D

I can't wait till this is all completed.
User avatar
Marion Geneste
 
Posts: 3566
Joined: Fri Mar 30, 2007 9:21 pm

Post » Sat May 28, 2011 8:57 pm

UPDATE !

first of all I would like to show you the current version of my complete tamriel heightmap including all provinces and nearly all islands now as for example Solstheim,

Telvanni Islands, Topal Island etc etc...

the complete map has a total of 12 x 9 quads (118 quads), a map seize of 12288 x 9248 and is divided into 12 different esps and patches at the moment....


http://www.tesnexus.com/downloads/images/27235-1-1278848786.jpg


what I plan to do is .. improving the last parts ( mainly eastern Morrowind)... then export the complete map ( 118 raw files :o ) and improve the single raw files using

GEO Control 2 :drool: which is probably the best avaible terrain editing programm on this planet and which I have it on my computer now :woot:

finally I will try to import and merge everything back into ONE file....means the complete Tamriel heightmap as one esp...

I know this will probably mess up some of the work done already...but will make everything much easier in the future....

my thoughts are... using just one heightmap as a master plus one esp for every province (where all the region and other data will go)

modders will be able to merge their stuff into this province esps or use them as master files together with the tamriel heightmap....


thoughts ????


onra



Choice mate way to go,.. thank you for all your hard work


Here a (maybe thick ) thought

Is it at all possible to copy the ne Highmap data into the current province esps like Summerset,.. etc that way the likes of StarX maybe just have a lot of adjustments to suit new land levels etc
and still be able to use the current master esp along with the new highmap?

BTW

When can I get my hands on a TESAnnwyn image to start painting a map,.. no pressure mate lol
User avatar
Karl harris
 
Posts: 3423
Joined: Thu May 17, 2007 3:17 pm

Post » Sat May 28, 2011 12:02 pm

Here a (maybe thick ) thought

Is it at all possible to copy the ne Highmap data into the current province esps like Summerset,.. etc that way the likes of StarX maybe just have a lot of adjustments to suit new land levels etc
and still be able to use the current master esp along with the new highmap?


The problem is the Form IDs. Every single entity in an ESP has a unique Form ID within that ESP - but it's not unique to any other ESP (the first two characters in the Form ID are dynamic, and change depending upon your load order, but the rest of the Form ID could be identical to one in another ESP). When you merge ESPs together, any matching Form ID found in both ESPs causes a conflict problem, which is resolved by the ID of one being changed to a new ID in the resulting merge. Now if a mod (such as StarX's) places objects into a cell created by a master ESP from Tamriel Heightmaps, when Onra takes the Tamriel Heightmaps ESPs and merges them all together, there's a fair chance that the Form ID for the cell(s) used by the dependant mod will change. This will then break the other mod, as only persistent-placed objects will appear in-game (the non-persistent objects having been placed in a cell whose Form ID no longer exists).

Now I've already suggested two possible ways for StarX to avoid problems, but there's also a couple of things Onra could do at his end to avoid problems instead.
1) When merging, Onra can ensure that the ESP StarX is dependant on is highest priority, so that ESP's Form IDs will be retained and the IDs from any other ESP will be changed.
Problem here is that StarX isn't the only modder using Tamriel Heightmaps, other modders are using different Heightmap ESPs - they cannot ALL be set to highest priority.
2) Before merging, each modder using a Heightmap can send their ESP (no resources needed, just the ESP) to Onra (and stop working on their mod briefly). Onra can then use TES4Edit to fix the Form ID range in each Heightmap ESP to a unique range, while also having everyone else's ESP loaded into TES4Edit (so that they will be updated to match the new Form ID range for the cells from the Heightmaps ESPs). Once this is done, Onra can merge the Heightmaps together and release (removing the old separate ESPs from public access) and send back each modder's updated ESPs for them to resume working on (using the newly merged single Heightmap ESP & separate Region-related ESPs).
Problem here is ensuring that Onra receives the ESP(s) from every modder currently working dependant on the Tamriel Heightmap ESPs.

Option two is the best route, in my opinion - it's probably the easiest (especially for everyone who isn't Onra, since he'd be the one doing all the work) and it's certainly the tidiest.
But if Onra is unable to or not willing to do either of these options, it will be down to the modders such as StarX to try what I suggested earlier once the new merged Heightmap ESP is released.
User avatar
John N
 
Posts: 3458
Joined: Sun Aug 26, 2007 5:11 pm

Post » Sat May 28, 2011 5:56 pm

Well I'd definitely be willing to send my esp ro Onra if he is willing ot do the work :D

Saves me messing around in TES4Edit :P
User avatar
^~LIL B0NE5~^
 
Posts: 3449
Joined: Wed Oct 31, 2007 12:38 pm

Post » Sat May 28, 2011 11:02 pm

Edit: Very delayed double post.
User avatar
Batricia Alele
 
Posts: 3360
Joined: Mon Jan 22, 2007 8:12 am

Post » Sat May 28, 2011 11:58 am

Well I'd definitely be willing to send my esp ro Onra if he is willing ot do the work :D

Saves me messing around in TES4Edit :P


Same here. I will probably screw things up bigtime! :bonk:

I have a nice info update for Senchal: Grond (from TesAlliance) made some nice progress on the Jurad City Tileset interiors! The picture he showed was awesome. It's still a WIP, so I can't show any pictures yet, just thought it was some good info for peeps that want to use Jurad City houses for their mod in the future.
User avatar
Maria Leon
 
Posts: 3413
Joined: Tue Aug 14, 2007 12:39 am

Post » Sat May 28, 2011 10:37 am

hey everybody...

just want to tell you that Valenwood and Elsweyr ( and probably Summerset) will not be "merged" into the complete tamriel map....we will keep this (as it is now) for different reasons...first of all a complete tamriel map including Valenwood and Elsweyr would not be compatible with Ilianas mod. Also the Valenwood Elsweyr map is so far the best developed file including full detailed regions new roads and last but not least with Star X Senchal we have a very promising project close to a playable version....
For the other provinces I will try to create one complete heightmap as well as esps for every single province containing region data etc

cheers
User avatar
Eire Charlotta
 
Posts: 3394
Joined: Thu Nov 09, 2006 6:00 pm

Post » Sun May 29, 2011 2:35 am

Wondering if it will be possible for other region modders to create patches/merges/fixes to work with your heightmaps - thinking of what Vorians wrote above.

so wish this approach was the way it started back 3-4 years ago.

I appreciate less esp - thanks.
User avatar
Samantha Wood
 
Posts: 3286
Joined: Sun Oct 15, 2006 5:03 am

Post » Sat May 28, 2011 12:06 pm

Kia Ora


display name is already in use

Thank you very much for that realy enlightening wee tut mate, it exsplains a lot of the issues I had way back playing around with merging mods, tryig to add
somebody's race or weapons/armor mods to my player house, would have been better to esmify then looking back at it.

I did say I was greener n hemp lol and that wee write up helped me heaps

Thanks again
User avatar
maddison
 
Posts: 3498
Joined: Sat Mar 10, 2007 9:22 pm

Post » Sat May 28, 2011 1:54 pm

wohoo

short progress news ...

as stated before Valenwood, Elsweyr and Summerset will not be changed or remade...all other provinces ( Hammerfell, High Rock, Skyrim, Morrowind

and Black Marsh) will be completely overhauled and finally go in one master heightmap ....

landmasses have been finished and I am currently improving the whole thing using Geo Control 2 ..

here two screenies I made during testing today, showing the new erosion and landscape filtering ....

http://www.tesnexus.com/downloads/images/27235-1-1279058114.jpg

http://www.tesnexus.com/downloads/images/27235-2-1279058114.jpg

cheers
User avatar
Eric Hayes
 
Posts: 3392
Joined: Mon Oct 29, 2007 1:57 am

Post » Sat May 28, 2011 4:20 pm

wohoo

short progress news ...

as stated before Valenwood, Elsweyr and Summerset will not be changed or remade...all other provinces ( Hammerfell, High Rock, Skyrim, Morrowind

and Black Marsh) will be completely overhauled and finally go in one master heightmap ....

landmasses have been finished and I am currently improving the whole thing using Geo Control 2 ..

here two screenies I made during testing today, showing the new erosion and landscape filtering ....

http://www.tesnexus.com/downloads/images/27235-1-1279058114.jpg

http://www.tesnexus.com/downloads/images/27235-2-1279058114.jpg

cheers


:drool:

Can... can I buy you dinner sometime? :wub:
User avatar
Ludivine Poussineau
 
Posts: 3353
Joined: Fri Mar 30, 2007 2:49 pm

Post » Sun May 29, 2011 1:34 am

wohoo

short progress news ...

as stated before Valenwood, Elsweyr and Summerset will not be changed or remade...all other provinces ( Hammerfell, High Rock, Skyrim, Morrowind

and Black Marsh) will be completely overhauled and finally go in one master heightmap ....

landmasses have been finished and I am currently improving the whole thing using Geo Control 2 ..

here two screenies I made during testing today, showing the new erosion and landscape filtering ....

http://www.tesnexus.com/downloads/images/27235-1-1279058114.jpg

http://www.tesnexus.com/downloads/images/27235-2-1279058114.jpg

cheers


Wow!

I'm so going to clean up my Oblivion files in preparation for this.

Onra you're awesome! :bowdown:
User avatar
Project
 
Posts: 3490
Joined: Fri May 04, 2007 7:58 am

PreviousNext

Return to IV - Oblivion