[RELEASE]: TESAnnwyn and TES4qLOD for Skyrim.

Post » Sun May 27, 2012 4:04 pm

that woudl be much bettr to precisely hand paint lik eI create in an external tool a paint map that takes into consideration slopes , cliffs etc , then create a color map expot import with thesnannwyn and let the thing texturize replacing the textures with the colors , then probably some minor hand paint woudl just be needed , but the CK does not have any tool for more logical painting like cliffs % slops etc unless I didn't see ....

Tes4 lods I didn't try what does it do ? Is it better than oscape ?
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D IV
 
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Post » Sun May 27, 2012 5:38 pm

Hmm, I agree to this point, I thought already in the framework of tes4ll to have something in hand which makes a realistic and coherent generation of landscapes, including normal maps, vertex color and meshes, such that e.g. valleys have more darkness, and to add proper shading of the mountains. But at the moment this is fantasy.

For TESAnnwyn I know that it can re-import the vertex painting. Did I understood correctly, that you need a tool which takes this maps, and modify it according to the geometry of your landscape?

Same with the texture map? Like having a default that certain slopes/heights should get a default texture?
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Rudy Paint fingers
 
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Post » Sun May 27, 2012 6:30 pm

I can do this in other tools I just wanted to know

1 what tes4 lod does compared to oscape

Oscape is broken atm and makes color map really darker than should

2 if is possible to assign a color code to a texture in order to autotexture the landscape according ot it ...


here is a sample of how I arranged a autoprocedural texturing based on seveall filter conditions etc in wolrdscape ....


http://img526.imageshack.us/img526/8222/issgard.jpg

http://img840.imageshack.us/img840/1579/issgard2.jpg

Lik eto the white give the snow , the white that is < 255 give a second tone of snow , the red and green a mix of tundra textures , the gray the rocks the tan the sand , etc ...
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Nichola Haynes
 
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Post » Sun May 27, 2012 9:49 am

TES4qLOD generates the LOD dds textures - similar to Oscape. I tried this, but I have also the problem that parts of the landscape look darker. So far I haven't looked into the problem. Lightwave provided the source code, so a patch would be possible.

Your second problem: Do you think you can match a color to a texture (in some kind of look-up table?)
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A Lo RIkIton'ton
 
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Post » Sun May 27, 2012 7:55 pm

yes why not?

as for the darker colors any solutions?
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Pete Schmitzer
 
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Post » Sun May 27, 2012 11:45 am

Sounds not so difficult. I can try to write such a tool. Could you send me the color map via PM?

For the darker colors I have to look what is going on in TES4qLOD. But nothing what can be done in a few days...
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Kit Marsden
 
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Post » Sun May 27, 2012 10:29 am

The color map I used for vertex coloring I guess is not usable as is a faded and overlayed color texture thus not unsmoothed colors , I need to create a new one for the task with layering over like a sort of mask over another , coudl be done I Guess ...
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BRAD MONTGOMERY
 
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Post » Sun May 27, 2012 8:57 pm

at the moment tough what's bothering me the most is the non matching brightness of the lod textures from oscape and the actual ingame ones , once fixed those I guess the final stage could be the autotexturing ... that woudl be really usefull ...
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Paula Ramos
 
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Post » Sun May 27, 2012 9:03 pm

Any idea if you can take a look at fixint he lightning issue of the terrain generation?
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Shelby McDonald
 
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Post » Sun May 27, 2012 3:07 pm

I generated the textures with TES4qLOD for Tamriel
(tes4qlod.exe -f -q 1 Tamriel "Skyrim.esm")
The Skyrim map looks OK. I also checked the dds lod files around Whiterun. TES4qLOD is not perfect as it uses only one texture layer, but this is not a problem at the moment.

The point is that the resulting landscape has some dark areas at the south edges of the 32-level lod textures:
http://img718.imageshack.us/img718/5439/screenshot14xa.png
I have to stress that I opened the dds files generated by TES4qLOD (textures\terrain\tamriel), and their colors matches! So it does not seem to be a bug of TES4qLOD.

But what is the reason of these dark shadows? Could somebody help to understand this?
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Breautiful
 
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Post » Sun May 27, 2012 9:11 pm

To me looks the map is divided in 2 sides one darker one lighter
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Michael Russ
 
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Post » Sun May 27, 2012 7:37 pm

No, its not so simple, the "feature" iterates, but only in y-direction
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Jack Moves
 
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Post » Sun May 27, 2012 10:17 pm

I would like to come back to the discussion about the blending in post #9.

I played a little bit with the source code of TES4qLOD included in the package, and added the blending. The result is here (N.B., this is an Oblivion screenshot - you have been warned):
http://tes.nexusmods.com/imageshare/images/2445176-1331500872.png
compared to an older screenshot (not precisely the same viewpoint, but comparable):
http://tes.nexusmods.com/downloads/images/40549-1-1318170561.png
I'm really surprised. The effect is quite dramatic...
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Greg Swan
 
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Post » Sun May 27, 2012 7:05 pm

Thats really good ! But is not the same issue I am having for the noise and the square surrounding lods?
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Solène We
 
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Post » Sun May 27, 2012 4:22 pm

I have uploaded a http://www.sendspace.com/file/zn55c1 of TES4qLOD with some minor changes:
  • Added a new flag ("-a") for using the layer opacity (N.b. not yet documented in the README)
  • Added an adapted batch file for MPGUI (one needs to install http://tes.nexusmods.com/downloads/file.php?id=41447 to use this)
  • Fixed the texture flip
  • Added some more textures (but only for Oblivion, namely for UL and Iliana's Elsweyr)
It would be nice to have some feedback if these changes are helpful.

Btw, the patched source code is included in the archive.
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Lucie H
 
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Post » Sun May 27, 2012 12:12 pm

Nice, keeping an eye on this. Can this run LOD with custom textures?
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Lance Vannortwick
 
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Post » Sun May 27, 2012 10:48 am

Can this run LOD with custom textures?
I used custom textures in Oblivion (Unique Landscapes and ElsweyrAnequina). One has to convert the dds files in 4x4 bmp files and move it in tes4qlod_tex. The subdirectory structure has to be preserved.

If someone could provide me with a dds reader source code I can also implement a direct access. This would be much more comfortable.
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sas
 
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Post » Sun May 27, 2012 12:53 pm

I'm having a problem with the normal maps generated by tes4qlod. It looks like this:

http://i.imgur.com/MEBLf.jpg

I guess I'll try doing it with the creation kit.
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Captian Caveman
 
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Post » Sun May 27, 2012 8:14 pm

I'm having a problem with the normal maps generated by tes4qlod.
Looks also flipped. I corrected only the color maps. Didn't know that somebody use tes4qlod for normals
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Madison Poo
 
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Post » Sun May 27, 2012 10:59 am

Looks also flipped. I corrected only the color maps. Didn't know that somebody use tes4qlod for normals

Well, I used Oscape to generate correct ones, and it looks like the blue and green channels need to be swapped in the ones from tes4qlod.
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Adam Kriner
 
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Post » Sun May 27, 2012 11:03 pm

Does the Autotexture filling for the tool Tesannwyn works for skyrim?
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Craig Martin
 
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Post » Sun May 27, 2012 6:12 pm

I've been having a problem that I can't seem to find a solution to anywhere else, so I thought I would ask here. I'm pretty sure I'm just doing something wrong. When I generate an esp with TESAnnwyn using a 16-bit greyscale raw file, the resulting worldspace is horribly vertically exaggerated. Each smallest change in darkness in the heightmap results in a vertical wall about ~256 game units perhaps? It's hard to tell. This is not the result of cell tearing, it just seems like my generated terrain can only be flat or vertical. Anyone know what could be causing this? Thanks
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Laura-Jayne Lee
 
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Post » Sun May 27, 2012 12:40 pm

Each smallest change in darkness in the heightmap results in a vertical wall about ~256 game units perhaps?
Maybe your raw file does not have the correct "endian" (the correct settings were discussed http://www.gamesas.com/topic/1311730-release-tesannwyn-and-tes4qlod-for-skyrim/page__st__30__p__20345186#entry20345186). 8 bits = 256 units
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willow
 
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Post » Sun May 27, 2012 10:00 pm

I've been having a problem that I can't seem to find a solution to anywhere else, so I thought I would ask here. I'm pretty sure I'm just doing something wrong. When I generate an esp with TESAnnwyn using a 16-bit greyscale raw file, the resulting worldspace is horribly vertically exaggerated. Each smallest change in darkness in the heightmap results in a vertical wall about ~256 game units perhaps? It's hard to tell. This is not the result of cell tearing, it just seems like my generated terrain can only be flat or vertical. Anyone know what could be causing this? Thanks

you need to add a scale property in the lines ... try add a -s scale factor and a -h height factor and play with those numbers ....

Also be sure to lower the intensity of the lightning in the PS file you are using as heightmap .... do not use the whole range from 0 to 255 but use something in between like 0 to 125 ...
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Travis
 
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Post » Sun May 27, 2012 2:18 pm

Thanks for the tips. The guy earlier in this thread didn't really specify how he solved his problem. I verified that I'm using the correct raw file settings (16 bit IBM PC ordering, 0 header). I made sure the heightmap was limited intensity, it currently ranges between 80% and 100% gray. The scaling fixed a lot of the problem, but it still seems extremely blocky. It basically seems like every gradient is the same magnitude, which isn't correct right?

these TESAnnwyn settings: TESAnnwyn.exe -i Skyrim -p 1 -b 16 -d 1024x1024 -x -16 -y -16 -h -16048 'file.raw" (used such a large height offset because of tutorial I found)
Screenshot with .1 scaling factor: http://i.imgur.com/ksjRz.jpg
heightmap: http://i.imgur.com/tmXoB.png

Thanks
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Mark Churchman
 
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