Tamriel Worldspace Modding Project thread 3

Post » Sat May 28, 2011 10:36 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.

Disabling them causes CTDs too? Not sure, but when I used Tes4Edit's 'Undelete' function I think the trees were disabled and their Z-position was set to -30000. Not set to size 0 I think, as I still can see them 'far below' in CS.

Wouldn't moving them to Z-position -30000 without resize solve the problem?
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Lisha Boo
 
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Post » Sat May 28, 2011 12:31 pm

Disabling them causes CTDs too? Not sure, but when I used Tes4Edit's 'Undelete' function I think the trees were disabled and their Z-position was set to -30000. Not set to size 0 I think, as I still can see them 'far below' in CS.

Wouldn't moving them to Z-position -30000 without resize solve the problem?


...the problem is the "hardcoded" lod data...even if you remove or disable this trees you will still see the lod of them ingame...this is not such a big problem in a deep forrest for example but on some other places it is really a pain in the behind....as stated before you can cover this lod tress if necessary with rocks, buildings or under the new landscape ...or set their seize to 0
as far as I noticed disabling them with Tes4edit causes no crashes :-)

cheers
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Georgine Lee
 
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Post » Sat May 28, 2011 10:58 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!



thx :-)

good point....I can imagine different modders providing their mods seperately but as well join forces to provide merged/combined versions for different provinces later on....
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Heather beauchamp
 
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Post » Sat May 28, 2011 7:36 pm

...the problem is the "hardcoded" lod data...

"hardcoded" lod data? Never heard about that, what the hell is it?
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Natalie Taylor
 
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Post » Sun May 29, 2011 2:39 am

"hardcoded" lod data? Never heard about that, what the hell is it?



you will know that beth has placed so called lod regions around cyrodiil ...these are very basic regions containing only ground textures and trees...this region data can be edited, overwritten or removed...but beside the lod regions beth has placed lod trees around cyrodiil... manually or whatever....the lod data of this trees can not be removed or edited....this causes problems especially when the landscape is edited in these areas....for example ...lowering the land will produce flying lod trees....only chance in some cases is to set the seize of these trees to 0...
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meghan lock
 
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Post » Sat May 28, 2011 5:52 pm

you will know that beth has placed so called lod regions around cyrodiil ...these are very basic regions containing only ground textures and trees...this region data can be edited, overwritten or removed...but beside the lod regions beth has placed lod trees around cyrodiil... manually or whatever....the lod data of this trees can not be removed or edited....this causes problems especially when the landscape is edited in these areas....for example ...lowering the land will produce flying lod trees....only chance in some cases is to set the seize of these trees to 0...

So the vanilla trees around and in Rimmen are special? Rimmen is beyond border, vanilla region is a LOD region and I removed several vanilla trees to -30000. Never recognized any 'ghost trees' from far yet, only the vanilla hills 'ghosts in' from distant view when I forget to update the landscape LOD files. Gonna take a closer look on that from now on, thanks for the info.
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MR.BIGG
 
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Post » Sat May 28, 2011 11:48 pm

So the vanilla trees around and in Rimmen are special? Rimmen is beyond border, vanilla region is a LOD region and I removed several vanilla trees to -30000. Never recognized any 'ghost trees' from far yet, only the vanilla hills 'ghosts in' from distant view when I forget to update the landscape LOD files. Gonna take a closer look on that from now on, thanks for the info.



these lod trees are not placed everywhere beyond the borders...probably you are lucky there at your location :-)
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Bellismydesi
 
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Post » Sat May 28, 2011 11:17 am

Kia Ora

I put a couple of images up one Valenwood/Elsweyr and one summerset, I'm not sure if I can get colouring as good as Kosomot but theyer close
I think (less my eyes are totaly shot lol)

http://picasaweb.google.com/Kiwi.Hawk.NZ/Map#
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roxxii lenaghan
 
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Post » Sat May 28, 2011 4:36 pm

nice stuff kiwihawk! looks great!
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matt white
 
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Post » Sat May 28, 2011 10:01 pm

Kia Ora

I put a couple of images up one Valenwood/Elsweyr and one summerset, I'm not sure if I can get colouring as good as Kosomot but theyer close
I think (less my eyes are totaly shot lol)

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


Looks good, Kiwi! Are you still working on making a city on the Summerset Isles, you had some great stuff going on! :)
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Sunny Under
 
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Post » Sat May 28, 2011 11:19 pm

Looks good, Kiwi! Are you still working on making a city on the Summerset Isles, you had some great stuff going on! :)


Thanks everybody, now to see how they lok ingame


I'm still playing round with that yes,.. my fear with that is the scripts and making sure it's clean, I'm into creating places and not good at quests
Dialoge and scripts,. so what I maybe should do is get it to a point and hand it to a skilled modder to finish off so it's nice and clean and up to the
standard that this project should have, theres still a lot of doors don't go anywhere at this point so it would leave room for that person (s) to add their
ideas too, maybe let it morph into what ever it becomes
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Emily Rose
 
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Post » Sat May 28, 2011 11:23 am

Thanks everybody, now to see how they lok ingame


I'm still playing round with that yes,.. my fear with that is the scripts and making sure it's clean, I'm into creating places and not good at quests
Dialoge and scripts,. so what I maybe should do is get it to a point and hand it to a skilled modder to finish off so it's nice and clean and up to the
standard that this project should have, theres still a lot of doors don't go anywhere at this point so it would leave room for that person (s) to add their
ideas too, maybe let it morph into what ever it becomes


As long as the place has some working stores and inns most people will be glad to just go there and enjoy some new scenery. Senchal's first release will be basically that: putting the environments in place and add some shops and inns. The next step will be making a few quests, but that point is still far off.

As I didn't feel like doing any modding tonight I'll just post a few more jungle screenies to brighten up the place: :P

http://www.invision.tesalliance.org/forums/uploads/1277769860/gallery_114_64_1653645.jpg
http://www.invision.tesalliance.org/forums/uploads/1277769860/gallery_114_64_1162999.jpg


Cheers,

StarX :foodndrink:
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Karine laverre
 
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Post » Sat May 28, 2011 3:54 pm

As long as the place has some working stores and inns most people will be glad to just go there and enjoy some new scenery. Senchal's first release will be basically that: putting the environments in place and add some shops and inns. The next step will be making a few quests, but that point is still far off.

As I didn't feel like doing any modding tonight I'll just post a few more jungle screenies to brighten up the place: :P

http://www.invision.tesalliance.org/forums/uploads/1277769860/gallery_114_64_1653645.jpg
http://www.invision.tesalliance.org/forums/uploads/1277769860/gallery_114_64_1162999.jpg


Cheers,

StarX :foodndrink:


When's your senchal mod due to be released (even if has no quests as of yet)?
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lauraa
 
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Post » Sat May 28, 2011 5:10 pm

Is Skyrim the current WIP for this project? Because I'd really quiet like to use it for something.

Anyway, I think this is a really clever idea. I can't wait for the day every province has been made; it's only a matter of time (albeit probably a long time) if you ask me.
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chinadoll
 
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Post » Sun May 29, 2011 12:05 am

nice new pics there star! cant wait to head to senchal!
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Soraya Davy
 
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Post » Sun May 29, 2011 12:36 am

Is Skyrim the current WIP for this project? Because I'd really quiet like to use it for something.

Anyway, I think this is a really clever idea. I can't wait for the day every province has been made; it's only a matter of time (albeit probably a long time) if you ask me.



currently working on Morrowind ...also redoing the complete northern cost of Tamriel and the Black Marsh map to have all maps working together properly...this will include also all isles like Telvanni island, Solstheim and all the small islands...

but this will take a good while to finish ...

have fun
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Kat Ives
 
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Post » Sat May 28, 2011 10:58 pm

When's your senchal mod due to be released (even if has no quests as of yet)?


I have no idea. I just mod when I have time and feel like it. The current nice hot weather isn't helping much! :foodndrink:
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Soph
 
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Post » Sat May 28, 2011 8:28 pm

cant wait for the next update Onra! im looking forward to the morrowind map!
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Ryan Lutz
 
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Post » Sat May 28, 2011 8:24 pm

been following this thread for a few months now, love how it's progressing

unfortunately i'm not a landscaper or designer of any sort, so i can't really contribute there, but i'm pretty good at scripting, questbuilding and AI, so if anyone needs help with that in any of the new regions drop me a PM and i'd be happy to help
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Lyndsey Bird
 
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Post » Sat May 28, 2011 1:57 pm

Kia Ora


Not sure whats going on here,.. I disabled these mods to save a char clean and now I can't get to the second island in Summerset
I disabled my mod but it's still the same my game locks up at about where the cell I was using starts, (ruffly) thats just past the seem
on corner of the island, or have I broken it by not playing out 3 game days before saving?
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Siobhan Thompson
 
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Post » Sat May 28, 2011 11:16 am

currently working on Morrowind ...also redoing the complete northern cost of Tamriel and the Black Marsh map to have all maps working together properly...this will include also all isles like Telvanni island, Solstheim and all the small islands...

but this will take a good while to finish ...

have fun

Are you going to use Solthsiem-Vvardenfell-Mournhold's heightmap as your basis for Morrowind (a bit like you used the Eleswyre mod for that area)?
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Becky Cox
 
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Post » Sun May 29, 2011 12:08 am

Are you going to use Solthsiem-Vvardenfell-Mournhold's heightmap as your basis for Morrowind (a bit like you used the Eleswyre mod for that area)?


the Vardenfell and Solstheim maps are rescaled versions of the original heightmaps so this will be nearly the same but the location of Solstheim will be different and I will try to create regions using avaible Morrowind landscape textures and plants..
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Tiffany Carter
 
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Post » Sat May 28, 2011 2:52 pm

Isn't using the heightmap from Morrowind illegal (unless I am misunderstanding what you are saying)? Also by available Morrowind textures and plants, do you mean resources?
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Darren Chandler
 
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Post » Sat May 28, 2011 5:28 pm

Edit: Nevermind; I clearly don't know what I'm talking about.
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Kahli St Dennis
 
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Post » Sat May 28, 2011 12:32 pm

He's not using resources from Morrowind.


I just wanted to be sure he knew that it wasn't allowed because of his post above mine said that he was using rescaled versions of the original heightmaps. And I recall him saying he was going to import the maps from Morrowind using TESannwyn, which also allows you to rescale heightmaps.

It's just I really support this project, and I don't want to let anything like that have to put it to a halt just because he wasn't aware.
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Bellismydesi
 
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