Tamriel Worldspace Modding Project thread 3

Post » Sat May 28, 2011 8:14 pm

Testing out the jungle next to Senchal:

http://www.invision.tesalliance.org/forums/uploads/1277360810/gallery_114_64_688244.jpg
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Chris Cross Cabaret Man
 
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Post » Sat May 28, 2011 11:09 pm

Testing out the jungle next to Senchal:

http://www.invision.tesalliance.org/forums/uploads/1277360810/gallery_114_64_688244.jpg


Looks nice, I'm torn about the the Dementia trees though; maybe its just that particular shot, I think they'd be fine if there were some more tall trees with larger canopies nearby.
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Jason White
 
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Post » Sun May 29, 2011 1:55 am

nice jungle star!
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rheanna bruining
 
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Post » Sat May 28, 2011 10:44 am

I just tried installing the Tamriel Heightmaps. Later I ran TES4LODGen and it returned a long list of error messages (slaps self for not taking a copy of what the message actually said).

1. Is this to be expected pr have I done something wrong?
2. If so, is there a recommendation regarding the use of TES4LODGen (which is required to be run for so many other mods)?

Many thanks for any guidance.


The same thing happened to me when I ran TES4LODGen when I had the heightmaps installed! I'm thinking the mass amount of error messages are due to the epicly huge amounts of new trees and shrubs that are added with the massive new lands! I wish I knew a way to keep the error messages from popping up.
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CArla HOlbert
 
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Post » Sat May 28, 2011 5:29 pm

Looks nice, I'm torn about the the Dementia trees though; maybe its just that particular shot, I think they'd be fine if there were some more tall trees with larger canopies nearby.


In game these are the only trees that can actually give a dense look without having to add tons of trees and bushes. Of course there will be more variation to the smaller trees, though this shot doesn't show them. I'm still debating on what trees to use as big/high trees.
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Nicholas C
 
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Post » Sat May 28, 2011 8:38 pm

The same thing happened to me when I ran TES4LODGen when I had the heightmaps installed! I'm thinking the mass amount of error messages are due to the epicly huge amounts of new trees and shrubs that are added with the massive new lands! I wish I knew a way to keep the error messages from popping up.

Thanks for your comments - very much appreciated.

I seem to recall that the messages did relate to trees, but the error seemed to be something about Null values - not sure if that's a limitation of TES4LODGen or something it needs that isn't present in the height maps. Would be interested to hear any views on this.
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Andrea Pratt
 
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Post » Sun May 29, 2011 12:26 am

Thanks for your comments - very much appreciated.

I seem to recall that the messages did relate to trees, but the error seemed to be something about Null values - not sure if that's a limitation of TES4LODGen or something it needs that isn't present in the height maps. Would be interested to hear any views on this.


IIRC the errors with null values are to do with the LOD trees that Beth placed on the horizon, which would interfere with the heightmaps if left there. To remove them I think it causes CTDs to delete / disable them so the best way to stop them from showing up is to give them a 0 size value or something? This creates errors in TES4LODGen, but no problems in game. TES4LODGen is trying to create a LOD that is 0 in size, and as a result fails so just doesn't make it at all, hence the Null error which isn't really an error. I may be totally wrong about this, but I think that's been brought up before and that's how I remember it.
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Emilie M
 
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Post » Sun May 29, 2011 12:16 am

IIRC the errors with null values are to do with the LOD trees that Beth placed on the horizon, which would interfere with the heightmaps if left there. To remove them I think it causes CTDs to delete / disable them so the best way to stop them from showing up is to give them a 0 size value or something? This creates errors in TES4LODGen, but no problems in game. TES4LODGen is trying to create a LOD that is 0 in size, and as a result fails so just doesn't make it at all, hence the Null error which isn't really an error. I may be totally wrong about this, but I think that's been brought up before and that's how I remember it.


All correct.
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Alex Blacke
 
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Post » Sat May 28, 2011 11:40 pm

A friend has asked me about this. Why is the continent stretched?
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Harry-James Payne
 
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Post » Sat May 28, 2011 9:43 pm

Huh? Stretched? If you mean what I think you mean, onra explained the reason in a previous thread.
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Andrew Tarango
 
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Post » Sat May 28, 2011 10:17 am

A few more shots of the jungle WIP, mainly inspired by a picture in a book I have called (guess what!) Jungles:

http://www.invision.tesalliance.org/forums/uploads/1277512206/gallery_114_64_57302.jpg
http://www.invision.tesalliance.org/forums/uploads/1277512206/gallery_114_64_744982.jpg
http://www.invision.tesalliance.org/forums/uploads/1277512206/gallery_114_64_565800.jpg

Cheers,

StarX
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victoria gillis
 
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Post » Sat May 28, 2011 12:30 pm

great stuff star! cant wait for it :goodjob:
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Nicholas
 
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Post » Sat May 28, 2011 6:29 pm

IIRC the errors with null values are to do with the LOD trees that Beth placed on the horizon, which would interfere with the heightmaps if left there. To remove them I think it causes CTDs to delete / disable them so the best way to stop them from showing up is to give them a 0 size value or something? This creates errors in TES4LODGen, but no problems in game. TES4LODGen is trying to create a LOD that is 0 in size, and as a result fails so just doesn't make it at all, hence the Null error which isn't really an error. I may be totally wrong about this, but I think that's been brought up before and that's how I remember it.


yep....these lod trees are really killing my nerves...setting their seize to 0 is nearly the only way to "remove" them from the game...what I did else for the Hammerfell

heightmap is hiding them under something else like big rocks ...but of course this is shown as an error :rolleyes:



A friend has asked me about this. Why is the continent stretched?



as the TES4 world is very small I enlarged the provinces to get a more realistic gameplay...

in this case please do not take Kiwi Hawks wip world map as a reference it does not show the heightmaps correctly :-)


cheers
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Natasha Biss
 
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Post » Sat May 28, 2011 4:31 pm

A few more shots of the jungle WIP, mainly inspired by a picture in a book I have called (guess what!) Jungles:

http://www.invision.tesalliance.org/forums/uploads/1277512206/gallery_114_64_57302.jpg
http://www.invision.tesalliance.org/forums/uploads/1277512206/gallery_114_64_744982.jpg
http://www.invision.tesalliance.org/forums/uploads/1277512206/gallery_114_64_565800.jpg

Cheers,

StarX



very cool...how far will your handmade jungle stretch from Senchal north and westwards ?

:foodndrink:
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Zosia Cetnar
 
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Post » Sun May 29, 2011 1:40 am

great stuff star! cant wait for it :goodjob:

Thanks John!

very cool...how far will your handmade jungle stretch from Senchal north and westwards ?

:foodndrink:

Up north the jungle will stop at the waterfall I made. At west I don't know yet, haven't thought about that. I'll have a closer look soon so I can give you information about the cells that will be altered. :foodndrink:
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Kit Marsden
 
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Post » Sat May 28, 2011 11:24 am



in this case please do not take Kiwi Hawks wip world map as a reference it does not show the heightmaps correctly :-)


cheers


As in real live it seems the coastline is never still lol,.. the Nirn-Karte map I used as a starting point looked the most correct and realistic
but as a gren map maker I didn't realise of corse that it didn't follow the coastlines that the highmaps create,.. I 61 slower than the coming of Chrst
so I waiting for all the highmaps to be finisned before I attack this again,. I have a real ruff esperiment I use at the moment painted like the
Cyrodiil Terrain Map v25 on Nexsus, it seems to make this Kosomot used the map textures.dds files in the gererate folder and a filter to lay them over
the _fn.dds files, when I try this I tried the mutiply filter and gor the texture shape but it darkened the image a heap and the red/purples from the nrmal
map showed through. I think to one needs the texture painted the way you want it cause as soon as you edit that after you paint out the lumps and bumps.

Looking at how Summset Isla came out trying this I think the Elven map flate as it is is far nicer and is matbe the way I'll go cause I have not been able
to find a tutorial or help in the other process. BTW I did say I'm greener than new cut hemp

If you wish you can try TESAnnwyn -b 32 -c -w tamriel Oblivion.esm,TR_Stirk.esp,Blackmarsh.esp,Hammerfel_Highrock.esp,Valenwood.esp,Summerset.esp,Castle_Dunerlore_v1.esp etc; and TESSAnnwyn will paint
you a pretty blue landmass from the Tamriel worldspace in each esp or you can do a join up of the texture files in generate folder and put the provence's to gether that way if your in a rush, the blue map will need your
handy painting skills to finish it off
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Eduardo Rosas
 
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Post » Sat May 28, 2011 11:19 pm

As in real live it seems the coastline is never still lol,.. the Nirn-Karte map I used as a starting point looked the most correct and realistic
but as a gren map maker I didn't realise of corse that it didn't follow the coastlines that the highmaps create,.. I 61 slower than the coming of Chrst
so I waiting for all the highmaps to be finisned before I attack this again,. I have a real ruff esperiment I use at the moment painted like the
Cyrodiil Terrain Map v25 on Nexsus, it seems to make this Kosomot used the map textures.dds files in the gererate folder and a filter to lay them over
the _fn.dds files, when I try this I tried the mutiply filter and gor the texture shape but it darkened the image a heap and the red/purples from the nrmal
map showed through. I think to one needs the texture painted the way you want it cause as soon as you edit that after you paint out the lumps and bumps.

Looking at how Summset Isla came out trying this I think the Elven map flate as it is is far nicer and is matbe the way I'll go cause I have not been able
to find a tutorial or help in the other process. BTW I did say I'm greener than new cut hemp

If you wish you can try TESAnnwyn -b 32 -c -w tamriel Oblivion.esm,TR_Stirk.esp,Blackmarsh.esp,Hammerfel_Highrock.esp,Valenwood.esp,Summerset.esp,Castle_Dunerlore_v1.esp etc; and TESSAnnwyn will paint
you a pretty blue landmass from the Tamriel worldspace in each esp or you can do a join up of the texture files in generate folder and put the provence's to gether that way if your in a rush, the blue map will need your
handy painting skills to finish it off




hey :-)

this was no critique ...I just noticed that a lot of people do not understand that the current tamriel ingame maps ( as yours) are wip and showing partly a mix out of different maps and seizes....

regards
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Adam Porter
 
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Post » Sat May 28, 2011 8:08 pm

IIRC the errors with null values are to do with the LOD trees that Beth placed on the horizon, which would interfere with the heightmaps if left there. To remove them I think it causes CTDs to delete / disable them so the best way to stop them from showing up is to give them a 0 size value or something? This creates errors in TES4LODGen, but no problems in game. TES4LODGen is trying to create a LOD that is 0 in size, and as a result fails so just doesn't make it at all, hence the Null error which isn't really an error. I may be totally wrong about this, but I think that's been brought up before and that's how I remember it.

Many thanks for the explanation.

I was looking at the TES4LODGen ReadMe and wondered whether this feature could be used to skip the relevant worldspaces to avoid getting the error...

It is possible to control the processing for each worldspace by creating a plugins.tes4lodgensettings file in the same folder as plugins.txt.

>>>> Example >>>>
;Supported Rules: Skip, Clear, Replace
[Default]
Rule=Replace

[Worldspace]
Toddland=Clear
ToddTestLand2=Skip
<<<<<<<<<<<<<<<<<

Any worldspace which is not specifically listed will have the Default Rule applied.

...not sure...

1. If this would work
2. What I would need to specify under Worldspace
3. Whether there would be any implications
4. Whether this would be a good idea.

Any comments?
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Katie Pollard
 
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Post » Sat May 28, 2011 9:06 pm

Many thanks for the explanation.

I was looking at the TES4LODGen ReadMe and wondered whether this feature could be used to skip the relevant worldspaces to avoid getting the error...


...not sure...

1. If this would work
2. What I would need to specify under Worldspace
3. Whether there would be any implications
4. Whether this would be a good idea.

Any comments?


You'd be skipping the Tamriel worldspace. Makes using TES4LODGen rather redundant then, since the Tamriel worldspace is the primary one to benefit from LODGen.

It's not a real error, it's a warning. You still get the end-result desired. Just ignore it.
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jason worrell
 
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Post » Sat May 28, 2011 3:12 pm

You'd be skipping the Tamriel worldspace. Makes using TES4LODGen rather redundant then, since the Tamriel worldspace is the primary one to benefit from LODGen.

It's not a real error, it's a warning. You still get the end-result desired. Just ignore it.

Many thanks - that is very reassuring.

Biggest issue is that the "beep sound" it generates causes problems with my soundcard and requires a reboot to restore :( Now if only there was a way to turn that off or restrict to one beep :)
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OnlyDumazzapplyhere
 
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Post » Sat May 28, 2011 5:49 pm

Kia Ora

Don't get me wrong lol I was not upset at all

I was just explaining my actions so people knew what I was doing cause I haven't done anything with it for a while, and still looking to find a Photoshop tutorial for doing those
textures but having no luck
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Penny Flame
 
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Post » Sat May 28, 2011 10:41 pm

Kia Ora

Hows this go for a ruff first shot at blending the Texture to the _fn file to get the landmass shape,.. my colouring skills are maybe a bit off bt I'm working on it
when I blend with Multiple the texture it darkens it and the purples and reds from normal maps show through so I have to blend in a second texture with Colour
to try and get the colours back and that fades the colour way to much so it's bit of a trick to get it right, this is a ruff look at it and I need to colour the texture file
to what I want yet these are the colours from the highmap gereration and theyer not good for doing this it seems

http://picasaweb.google.com/Kiwi.Hawk.NZ/Map#5487849331684138194


It is a wip test to see if the normal map effect is ok or do I go back to a strat elven style, I did use a texture finish to knock the ruff edges off a bit
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Shaylee Shaw
 
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Post » Sat May 28, 2011 10:06 pm

Kia Ora

Hows this go for a ruff first shot at blending the Texture to the _fn file to get the landmass shape,.. my colouring skills are maybe a bit off bt I'm working on it
when I blend with Multiple the texture it darkens it and the purples and reds from normal maps show through so I have to blend in a second texture with Colour
to try and get the colours back and that fades the colour way to much so it's bit of a trick to get it right, this is a ruff look at it and I need to colour the texture file
to what I want yet these are the colours from the highmap gereration and theyer not good for doing this it seems

http://picasaweb.google.com/Kiwi.Hawk.NZ/Map#5487849331684138194


It is a wip test to see if the normal map effect is ok or do I go back to a strat elven style, I did use a texture finish to knock the ruff edges off a bit



this looks very very promising :-)

regards

onra
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Jason White
 
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Post » Sun May 29, 2011 2:31 am

Yeah, that looks really good.
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Lori Joe
 
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Post » Sat May 28, 2011 11:21 pm

Hey guys, this is just fantastic work. Its excellent to see that a complete Tamriel is being worked on and I wish you all the best with it.

I have a question however; will the new additions like Senchal and the Skyrim settlements be merged at all, either into Onra's Under The Sign of The Dragon Tamriel Landscapes, or another .esp. I hope it will be, as a lot of people these days play oblivion with a nearly maxed out Mod list, and even after culling mods many people will just not be able to get a full Tamriel if each city is its own .esp.

If you haven't decided to do this, please consider it as otherwise it will make all of this fantastic work a little reduntant for many people who won't be able to play it.

All the best guys!
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Pumpkin
 
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