[req] Teared Landscape And Speedtree(.spt) Format

Post » Sat Oct 02, 2010 1:00 am

Two requests packed in 1 thread :).

1)I'm looking for info on RENDERING(not creating or modifying) spt(speedtree) trees.
To be more exact I'm looking for the algorithm to change those bezier splines in spt files into the final mesh ready to render.
It's for my oblivion renderer project( http://www.youtube.com/watch?v=3pC_Xgm7fLE ).
I'm stuck on rendering trees atm :).

2)I'm in need of a mod with teared landscape to test a tool I made(a tool to fix tears obviously).
More than teared landscape I'd like this "test" mod to have some rock/object on it, I'm quite unsure of the inheritance/override of cell grups(I just exported the land and not the other entries, I may have to change that). If the teared landscape could be near the imperial city all the better :).
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Unstoppable Judge
 
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Post » Sat Oct 02, 2010 1:05 am

Two requests packed in 1 thread :).

1)I'm looking for info on RENDERING(not creating or modifying) spt(speedtree) trees.
To be more exact I'm looking for the algorithm to change those bezier splines in spt files into the final mesh ready to render.
It's for my oblivion renderer project( http://www.youtube.com/watch?v=3pC_Xgm7fLE ).
I'm stuck on rendering trees atm :).
Rendering project ? Do tell more.

As for the algorithm, I doubt that its freely available. SpeedTree is after all a proprietary software.
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Shiarra Curtis
 
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Post » Sat Oct 02, 2010 7:31 am

Rendering project ? Do tell more.

As for the algorithm, I doubt if its freely available. SpeedTree is after all a proprietary software.


Tell more...like recoding Oblivion engine?
Ok now I sound insane so let's leave it at rendering project :P.

As for speedtree I know the algorithm is not freely available but I'm looking for someone who has reversed the algorithm(I had to ask if someone had done it before trying myself).
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Stu Clarke
 
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Post » Fri Oct 01, 2010 8:52 pm

my oblivion renderer project( http://www.youtube.com/watch?v=3pC_Xgm7fLE ).


:drool: Dude, I've been dreaming of a mod like this... first I've heard of it. Good luck.
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Shelby Huffman
 
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Post » Sat Oct 02, 2010 4:04 am

a very ambitious project, but i wouldnt say it isnt doable.
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Fanny Rouyé
 
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Post » Sat Oct 02, 2010 5:37 am

2)I'm in need of a mod with teared landscape to test a tool I made(a tool to fix tears obviously).
More than teared landscape I'd like this "test" mod to have some rock/object on it, I'm quite unsure of the inheritance/override of cell grups(I just exported the land and not the other entries, I may have to change that). If the teared landscape could be near the imperial city all the better :).


It's highly unlikely you'll find a single mod with land tears in itself. This sort of thing usually would only happen in a mod which has been cleaned in TES4Gecko or TES4Edit manually and a mistake was made.

You will however find plenty of land tears when loading two conflicting ESPs together at the same time. Take a look at my UL Compatibility Patches page on TESNexus, it lists a number of conflicting mods, many of which include land tears in the conflict. If you were to take those conflicting mods and NOT use my corresponding patch, you'll get land tears!

But if you NEED the tears to be in one ESP, you could always merge the conflicting mods together, that should create a single ESP with land tears.
Another alternative would be to take any mod with heavy landscape reshaping, and remove some LAND records. This would also produce land tears along all the cell bordering that removed record.
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STEVI INQUE
 
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Post » Sat Oct 02, 2010 3:07 am

As Vorians said, easy enough to generate tears if you need them. However, if you want one that's already got them in its own ESP, grab Verona House Bloodlines. They haven't uploaded the repaired version of that ESP yet.

I have to admit, I'm curious to see just how this would get solved. It sounds like all you're doing is generating a patch ESP that fixes the issue?
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Chris Guerin
 
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Post » Sat Oct 02, 2010 6:26 am

As Vorians said, easy enough to generate tears if you need them. However, if you want one that's already got them in its own ESP, grab Verona House Bloodlines. They haven't uploaded the repaired version of that ESP yet.

I have to admit, I'm curious to see just how this would get solved. It sounds like all you're doing is generating a patch ESP that fixes the issue?


My program parses all the esp currently active, unpacks the VHGT subrecords(heightmaps) of all the LAND, comparing each cell to the 8 adjacent cells, starts by checking the 4 corners(since they are shared by 4 cells each they have to be done first), do an average of the 4 points if they differ and change the 4 points(1 point per cell...) to the new average. Then it compares each cell to the directly adjacent(left, right, up, down) and basically do the same but for each of the 33 points they have in common. It then repacks all the heightmaps modified and write all the land records modified to an esp file.

Currently it's very slow(around 3 minutes to check everything) but I'm in the process of recoding my tree manager to simplify things(I coded the first version not knowing much about the actual structure of esm/esp files and so it was badly designed, should be 3-4 times faster once I'm done, yes it was very badly designed :P).
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Chloe Yarnall
 
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Post » Sat Oct 02, 2010 12:28 am

Interesting. It sounds a lot like the process I sometimes do now by hand to remove unwanted height edits from landscape data. It's very tedious to do that in tes4edit and doesn't always work for whatever reason, but it has allowed me in a few cases to chop cells out of mods that otherwise would have to keep the unwanted edits.

If you're complaining about it taking 3 minutes to process, don't worry about that. That's nothing. Unless the inefficiencies are really bad for the outcome of course.
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A Boy called Marilyn
 
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Post » Sat Oct 02, 2010 11:41 am

Recoded the whole esm/esp parser thing and now it's blinding fast, takes like 10 seconds to check everything.

Though it finds more tears than expected :).
Maybe I shouldn't floor the average hmm, I will check...

For those curious, here's the result on my modlist(60286 cells):
Checking for tears, this may take a while...Checking Worldpsace: TamrielNumber of cells fixed: 27Checking Worldpsace: ToddlandWorldspace is ok!Checking Worldpsace: ToddTestLand2Worldspace is ok!Checking Worldpsace: MQ15TestWorld3Worldspace is ok!Checking Worldpsace: EmptyWorldWorldspace is ok!Checking Worldpsace: SEWorldNumber of cells fixed: 37Checking Worldpsace: TestTreeWorldspace is ok!Checking Worldpsace: TestHopeTreesWorldspace is ok!Checking Worldpsace: SETestWorldspace is ok!Checking Worldpsace: SETheFringeNumber of cells fixed: 6Checking Worldpsace: SETheFringeOrderedNumber of cells fixed: 12Checking Worldpsace: SENSBlissNumber of cells fixed: 8Checking Worldpsace: SENSCrucibleNumber of cells fixed: 4Checking Worldpsace: SENSPalaceNumber of cells fixed: 4Checking Worldpsace: SETestGrantWorldspace is ok!Checking Worldpsace: SEVitharnWorldWorldspace is ok!Checking Worldpsace: BloatedFloatAtSeaWorldspace is ok!Checking Worldpsace: CamoranParadiseNumber of cells fixed: 8Checking Worldpsace: TestMurkDwellerWorldspace is ok!Checking Worldpsace: TestHungerWorldWorldspace is ok!Checking Worldpsace: TestShamblesWorldspace is ok!Checking Worldpsace: TestRegionWorldspace is ok!Checking Worldpsace: TestExRuinWorldspace is ok!Checking Worldpsace: TestGnarlWorldWorldspace is ok!Checking Worldpsace: MS14WorldWorldspace is ok!Checking Worldpsace: BrumaWorldNumber of cells fixed: 14Checking Worldpsace: BravilWorldNumber of cells fixed: 30Checking Worldpsace: AnvilWorldNumber of cells fixed: 15Checking Worldpsace: LeyawiinWorldNumber of cells fixed: 42Checking Worldpsace: CheydinhalWorldNumber of cells fixed: 21Checking Worldpsace: SkingradWorldNumber of cells fixed: 21Checking Worldpsace: OblivionMQKvatchWorldspace is ok!Checking Worldpsace: TestGragtownNumber of cells fixed: 49Checking Worldpsace: TestWorldWorldspace is ok!Checking Worldpsace: MS37WorldWorldspace is ok!Checking Worldpsace: TestFortRuinsixtWarehouseWorldspace is ok!Checking Worldpsace: ICTheArcaneUniversityNumber of cells fixed: 11Checking Worldpsace: ICMarketDistrictNumber of cells fixed: 17Checking Worldpsace: ICArboretumDistrictNumber of cells fixed: 16Checking Worldpsace: ICTalosPlazaDistrictNumber of cells fixed: 38Checking Worldpsace: ICElvenGardensDistrictNumber of cells fixed: 15Checking Worldpsace: ICTempleDistrictNumber of cells fixed: 19Checking Worldpsace: ICArenaDistrictNumber of cells fixed: 12Checking Worldpsace: ICImperialPrisonDistrictNumber of cells fixed: 15Checking Worldpsace: ICImperialPalaceNumber of cells fixed: 16Checking Worldpsace: MS13CheydinhalOblivionWorldNumber of cells fixed: 26Checking Worldpsace: OblivionRD004Worldspace is ok!Checking Worldpsace: TestGatekeeperWorldspace is ok!Checking Worldpsace: KvatchPlazaNumber of cells fixed: 22Checking Worldpsace: ChorrolWorldNumber of cells fixed: 21Checking Worldpsace: AnvilCastleCourtyardWorldNumber of cells fixed: 12Checking Worldpsace: DAPeryiteRealmNumber of cells fixed: 66Checking Worldpsace: OblivionRD001Number of cells fixed: 8Checking Worldpsace: OblivionRD002Number of cells fixed: 4Checking Worldpsace: TestElytraWorldWorldspace is ok!Checking Worldpsace: TestFleshAtronachWorldspace is ok!Checking Worldpsace: TestBaliwogWorldWorldspace is ok!Checking Worldpsace: MQ14OblivionWorldWorldspace is ok!Checking Worldpsace: TestCreaturesGrummiteWorldWorldspace is ok!Checking Worldpsace: ICImperialPalaceMQ16Number of cells fixed: 7Checking Worldpsace: ICTempleDistrictMQ16Number of cells fixed: 11Checking Worldpsace: OblivionRD003Worldspace is ok!Checking Worldpsace: OblivionRD005Worldspace is ok!Checking Worldpsace: SEManiaGardenWorldspace is ok!Checking Worldpsace: SEDementiaGardenWorldspace is ok!Checking Worldpsace: OblivionRD006Worldspace is ok!Checking Worldpsace: MQ10BrumaOblivionGateWorldspace is ok!Checking Worldpsace: TestJyggylagWorldspace is ok!Checking Worldpsace: KvatchEastNumber of cells fixed: 13Checking Worldpsace: TestCreatureSkeletalHoundWorldWorldspace is ok!Checking Worldpsace: SETestCylarneWorldspace is ok!Checking Worldpsace: DreamWorldNumber of cells fixed: 4Checking Worldpsace: KvatchEntranceNumber of cells fixed: 7Checking Worldpsace: TestAyleidWorldspace is ok!Checking Worldpsace: SETestIslandWorldspace is ok!Checking Worldpsace: PalePassWorldWorldspace is ok!Checking Worldpsace: DreamWorld02Worldspace is ok!Checking Worldpsace: TGTempleOfTheEmperorZeroNumber of cells fixed: 4Checking Worldpsace: E3KvatchNumber of cells fixed: 3Checking Worldpsace: ArkvedsTowerWorldWorldspace is ok!Checking Worldpsace: DABoethiaRealmWorldspace is ok!Checking Worldpsace: OblivionRD007Worldspace is ok!Checking Worldpsace: TestMattWorldspace is ok!Checking Worldpsace: TestAlanBearsWorldspace is ok!Checking Worldpsace: GTAesgaard2Worldspace is ok!Checking Worldpsace: A808TempleOfPhobosWorldWorldspace is ok!Checking Worldpsace: A808TempleOfFleshWorldNumber of cells fixed: 7Checking Worldpsace: A808MausolioumWorldWorldspace is ok!Checking Worldpsace: A808MausolioumLichLandNumber of cells fixed: 32Checking Worldpsace: A808UnderworldDarkWorldWorldspace is ok!Checking Worldpsace: A808RiversOfBloodWorldNumber of cells fixed: 38Checking Worldpsace: A808Qugur01Worldspace is ok!Checking Worldpsace: A808BloodCastleWorldWorldspace is ok!Checking Worldpsace: A808TestLandWorldspace is ok!Checking Worldpsace: A808BloodyFortWorldWorldspace is ok!Checking Worldpsace: A808AttundeleaWorldWorldspace is ok!Checking Worldpsace: a808FinalBattleWorldWorldspace is ok!Checking Worldpsace: A808AttundeleaWorldCOPY0000Worldspace is ok!Checking Worldpsace: a808FinalBattleWorldCOPY0000Worldspace is ok!Checking Worldpsace: A808BloodyFortWorldCOPY0000Worldspace is ok!Checking Worldpsace: A808MausolioumWorldCOPY0000Worldspace is ok!Checking Worldpsace: A909MiniAesgaardExteriorNumber of cells fixed: 8Checking Worldpsace: A909MiniAesgaardSavageNumber of cells fixed: 8Checking Worldpsace: A909HellNumber of cells fixed: 8Checking Worldpsace: PovssKvatchCopyWorldspace is ok!Checking Worldpsace: povsstowerspaceWorldspace is ok!Checking Worldpsace: povssSaurianSpaceWorldspace is ok!Checking Worldpsace: KvatchRisingWorldNumber of cells fixed: 16Checking Worldpsace: KvatchRisingFiresOutWorldspace is ok!Checking Worldpsace: KvatchRisingReclaimedbyNatureWorldspace is ok!Checking Worldpsace: KvatchRisingRebuildingWorldspace is ok!Checking Worldpsace: SSotAWorldWorldspace is ok!Checking Worldpsace: TecValenwoodArenthiaWorldspace is ok!Checking Worldpsace: JOG01IslandWorldspace is ok!Checking Worldpsace: TestAyleidWorldspace is ok!Checking Worldpsace: ZZRUINTheAfterlifeNumber of cells fixed: 8Checking Worldpsace: ZZRUINTheAbyssNumber of cells fixed: 48Checking Worldpsace: LostDeityShrine01Worldspace is ok!Checking Worldpsace: WarlockPlane01Worldspace is ok!Checking Worldpsace: WarlockPlane02Worldspace is ok!Checking Worldpsace: WarlockPlane03Worldspace is ok!Checking Worldpsace: BravilXCastleWorldspace is ok!Checking Worldpsace: NKWorldBurnWorldspace is ok!Checking Worldpsace: MidasDeadWorldNumber of cells fixed: 12Checking Worldpsace: MidasIceWorldWorldspace is ok!Checking Worldpsace: MidasTreeWorldWorldspace is ok!Checking Worldpsace: MidasCryptWorldWorldspace is ok!Checking Worldpsace: bgVoidWorldNumber of cells fixed: 18Number of Fixes: 868


edit:
Doesn't codebox work as on the old version of the forum? o.O
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Stephanie Nieves
 
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Post » Sat Oct 02, 2010 8:32 am

Are you going to release the source or is it going to end up like TES4Edit?
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Emma louise Wendelk
 
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Post » Sat Oct 02, 2010 12:50 am

Are you going to release the source or is it going to end up like TES4Edit?


I will release the source when I'm satisfied with the look of the code :D.

And darn it! I just realized I messed up the FormID management!
I was about to release it too! And bam it hit me that I had completely messed up this part... :banghead:
Anyway that probably explain the numerous tears detected, cells set in wrong worldspaces probably...

Hopefully I will end up getting it right before the end of the week :P.
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Dalton Greynolds
 
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