[RELEASE]: TESAnnwyn and TES4qLOD for Skyrim.

Post » Sun May 27, 2012 11:07 pm

Pardon the quick hi-jack of the thread...

Ethatron, Lightwave, check your PM's please....

And back on track...

Awesome work guys! Keep it up! :D
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Brian LeHury
 
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Post » Sun May 27, 2012 11:40 pm

I just want to mention, that I'm almost ready with a GUI frontend for TES4qLOD and TESAnnwyn (the http://www.gamesas.com/topic/1324960-a-general-purpose-gui/ is in the Oblivion forum, but the tool will work with all Bethesda games).

This is the http://img221.imageshack.us/img221/274/mpgui10i.png (still WIP) after opening the template batch file. http://img707.imageshack.us/img707/6648/mpgui11.png after selecting some options (NB., that the shrink option depends on the 8-bit selection).

And finally the http://img36.imageshack.us/img36/802/mpgui12.png of TESAnnwyn.

The GUI is completely based on dynamic content (the elements are stored in a batch file). So all options in the tabs are configurable.
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Peter lopez
 
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Post » Sun May 27, 2012 8:53 pm

I just want to mention, that I'm almost ready with a GUI frontend for TES4qLOD and TESAnnwyn (the http://www.gamesas.com/topic/1324960-a-general-purpose-gui/ is in the Oblivion forum, but the tool will work with all Bethesda games). This is the http://img221.imageshack.us/img221/274/mpgui10i.png (still WIP) after opening the template batch file. http://img707.imageshack.us/img707/6648/mpgui11.png after selecting some options (NB., that the shrink option depends on the 8-bit selection). And finally the http://img36.imageshack.us/img36/802/mpgui12.png of TESAnnwyn. The GUI is completely based on dynamic content (the elements are stored in a batch file). So all options in the tabs are configurable.
Awesome, I can't stand CL programs. Thanks a ton for this.
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Laura-Jayne Lee
 
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Post » Sun May 27, 2012 10:15 am

Great job. Having only recently started using TESAnnwyn for a MW red mountain project, this is a nice powerful tool.
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Jason Rice
 
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Post » Sun May 27, 2012 6:50 pm

Just now saw this, awesome thankyou! I'll hold off on installing though. I think these may just be the tools that overpower my PC.
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Angela
 
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Post » Sun May 27, 2012 11:05 pm

I uploaded a beta version of the GUI: http://www.tesnexus.com/downloads/file.php?id=41447

The import feature of TESAnnwyn is still missing, in order to implement it I have to add a file-open-element in the script, but I thought is maybe a good idea to release it already now to have some feedback
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Chris BEvan
 
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Post » Sun May 27, 2012 7:11 am

Time to report some news...

I added to my GUI the possibility to have the elements in columns, and to have a file open element. This is what I did today, and I also added a new tab for the import feature of TESAnnwyn. Here is a preview:
http://img692.imageshack.us/img692/9041/mpguitesannwynimport.png
Basically what I have to do is only cleaning up and updating the manual and I will try to finish this during the next days.

Some other question: I have the problem with the option "-T 5" (btw. what is this exactly doing?) that the game is crashing during startup. Did someone experienced similar problems?
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Jason Wolf
 
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Post » Sun May 27, 2012 7:23 am

Update: the new version is out:

http://tes.nexusmods.com/downloads/file.php?id=41447
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Kim Bradley
 
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Post » Sun May 27, 2012 11:11 am

Please dont stop working on this you guys, you are the difference between Skyrim being a dead duck after a few months and something where huge worlds are possible. No mean feat.
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Latino HeaT
 
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Post » Sun May 27, 2012 4:11 pm


If you do this:

tesannwyn -c -T 5 -h 18040 -w Tamriel Skyrim.esm

It will give you the 16-bit image of the landscape in "tesannwyn.bmp". The vertex colour map is in "tesannwyn-vclr.bmp". If you then do:

tesannwyn -c -T 5 -x -57 -y -43 -w MySkyrim tesannwyn.bmp

You can load the generated ESP (tesannwyn.esp) as a plugin into Skyrim, load up the game, type "COW MySkyrim 0 0" and it will take you to cell 0,0 in a cloned worldspace, which will contain the fully textured Skyrim landscape - no objects or LOD. Each cell position will be the same as that in the Tamriel worldspace. You can do a similar thing with Oblivion and import the Oblivion landscape straight in to Skyrim - but don't use the "-T 5" option as the texturing FormIDs won't match. Without "-T 5" it'll be an untextured world, using the default brown textured landscape, and the vertex colour map.

If you wanted an 8-bit black and white heightmap (which is of poor quality for importing, but easy to interpret with the eye):

tesannwyn -r -p 2 -b 8 -w Tamriel Skyrim.esm

If you wanted a 16-bit RAW (the best format if you have photoshop and want to things like scaling up the landscape):

tesannwyn -p 1 -b 16 -w Tamriel Skyrim.esm

Couldn't get this working at all when attempting to get the morrowind map exported from TES3. Is there something I'm missing? It exports the heightmap from morrowind with no apparent issues and it's viewable as a .bpm, and following instead your instructions in the tesannwyn release notes for exporting to skyrim .esp -

TESAnnwyn -i Skyrim -o -2048 Morrowind01.bmp

This got it opening in the Creation Kit, I can wander about the awesome brownness of it all, but entering the command "COW Morrowind01 0 0" just came up with an error saying "Item 'Morrowind01' not found for parameter worldspace - compiled script not saved!"

Not sure if I'm making some foolish error here so apologies - I'm new to heightmapping and world space creation and have been running in circles trying to find out various things about it. The "morrowind01.esp" file is in Skyrim's data directory with all the other mods though, and is activated in Skyrim's Data Files option on startup, with no other plugins enabled. I should note that the worldspace only seems to show up as a small corner in the Creation Kit's heightmapping view too - I'm really not sure what this means, whether it's a problem or how to get the rest of it to display. Seems OK in CK's normal 3D render window, I've heard the heightmap editor is a broken piece of **** anyway so I'm assuming this is just normal. Other than that though, any thoughts on what I'm doing wrong?
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Alada Vaginah
 
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Post » Sun May 27, 2012 10:17 am

TESAnnwyn -i Skyrim -o -2048 Morrowind01.bmp

This got it opening in the Creation Kit, I can wander about the awesome brownness of it all, but entering the command "COW Morrowind01 0 0" just came up with an error saying "Item 'Morrowind01' not found for parameter worldspace - compiled script not saved!"

The default worldspace is called "TESAnnwyn", but you override this with the option "-w Morrowind01"
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Loane
 
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Post » Sun May 27, 2012 7:30 am

Okay, I've got a question about this tool.

I used the in-editor tool to create a rough design.
I exported it.
Moved the Raws to the Tesannwyn folder. used this command

TESAnnwyn ii Skyrim -w worldspace -p 1 -b 16 -d 1024x1024 -h -8192 -s 0.25 q1.raw
TESAnnwyn ii Skyrim -w worldspace -p 1-b 16 -d 1024x1024 -h -8192 -s 0.25 q2.raw
TESAnnwyn ii Skyrim -w worldspace -p 1-b 16 -d 1024x1024 -h -8192 -s 0.25 q3.raw
TESAnnwyn ii Skyrim -w worldspace -p 1-b 16 -d 1024x1024 -h -8192 -s 0.25 q4.raw
(after each one, I copied/pasted/renamed it to an espnamed Q1-4respectively.)

Now, the problem I have is this.

How do I get, Q1 to actually be in Quadrant 1? And Q2 to actualy be in Q2?
in tessnip, they all take up the same 'space'..., and if I load all of them up,it creates duplicate world spaces...

Aside from the issue of the Raw files being upside down and exporting to skyrim... upside down, theonly solution I can think of is to import them into a program like photosho, and 'merge' them by hand, (the raws) flip em, then use Tesannwyn...
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Claire Vaux
 
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Post » Sun May 27, 2012 9:04 am

Aside from the issue of the Raw files being upside down and exporting to skyrim... upside down, theonly solution I can think of is to import them into a program like photosho, and 'merge' them by hand, (the raws) flip em, then use Tesannwyn...
This is also my only practical idea. The alternative is maybe to write a small c-tool which streams the 4 files into a larger one
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Sami Blackburn
 
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Post » Sun May 27, 2012 10:26 pm

TESAnnwyn can currently be told to not create CELL records for some parts of the landscape while importing using the "-o" switch and specifying a height range. For easily merging in "landscape patches" into a worldspace's heightmap, I'd need the opposite operation, in a way: Some way to specify which height value should represent the fact that there is no CELL record for an area. Could this be added?
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Juanita Hernandez
 
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Post » Sun May 27, 2012 2:31 pm

Sounds easy if one has the source code. I hope that Lightwave looks into this thread occasionally
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Dorian Cozens
 
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Post » Sun May 27, 2012 9:52 am

Okey, firstly thanks for GUI, it's better to use it.
Secondly, I make a .raw file in PS, then try to import it into Skyrim via your GUI.
But the tesannwyn.esp have no details, I load it, but saw nothing. Where is the created worldspace and where I can find it?

------
Just read the readme. "At the time being MPGUI does not support the import feature of TESAnnwyn (i.e. reading a bmp and making an esp)."
Damn.


Anyway. I tryed to use the console Tesannwyn, when I load the .esp, there is no new worldspace on it.
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le GraiN
 
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Post » Sun May 27, 2012 9:23 pm

Just read the readme. "At the time being MPGUI does not support the import feature of TESAnnwyn (i.e. reading a bmp and making an esp)."
Damn.

This should be outdated. The newest version 1.11 supports import and export
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Amanda Furtado
 
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Post » Sun May 27, 2012 9:00 pm

Okey, that's fine.

I made a raw file, 8-bit, I choose the setting in GUI, then generate an .esp file, then I load it into CK with Skyrim.esm and.. nothing. No new worldspace. What's wrong with it?
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brandon frier
 
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Post » Sun May 27, 2012 7:24 pm

I didn't used tesannwyn's import for Skyrim so far - only for Oblivion and Fallout3.

Please give me a short time to test this feature
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Jack Moves
 
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Post » Sun May 27, 2012 8:40 pm

Okey, no problem. I'll be waiting for testing.
If yuo want, you can check my worldspace http://dl.dropbox.com/u/8088272/Skyrim/tesannwyn.esp, maybe I did something wrong, don't know.
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Natasha Biss
 
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Post » Sun May 27, 2012 1:34 pm

I found 2 mistakes in tesannwyn.mpb. I uploaded a corrected batch version in the nexus (but it seems to be not yet available).

Nevertheless.... The line
@_gamemode=Skyrim SetFlag -name=tesannwyn_im_flag_i -value="http://forums.bethsoft.com/topic/1311730-release-tesannwyn-and-tes4qlod-for-skyrim/5"
should be
@_gamemode=Skyrim SetFlag -name=tesannwyn_im_flag_i -value="http://forums.bethsoft.com/topic/1311730-release-tesannwyn-and-tes4qlod-for-skyrim/Skyrim"
(one can edit the batch file with a text editor)

Moreover the wordspace name was ignored - therefore it was always called "TESAnnwyn"

Edit: Just a question: why only 8 bit? (the resolution will not be sufficient)
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Lily Evans
 
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Post » Sun May 27, 2012 4:26 pm

Okey, thanks for helping.

Well, I read the thread briefly, where I can information about 8/16/32 bit for height map? Whats the difference?

Also, the name. I understand that the name should be TESAnnwyn, but there is no worldspace with this name. I need to wait till I can get the new batch version.

Finally worked! Thanks a lot!
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Kate Murrell
 
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Post » Sun May 27, 2012 5:06 pm

Awesome !
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Amanda savory
 
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Post » Sun May 27, 2012 7:38 am

Well, I read the thread briefly, where I can information about 8/16/32 bit for height map? Whats the difference?
This is the resolution for each height point (8 bit = 256 steps only, for 16 bit 65536, for 32 bit 4 billion)
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alyssa ALYSSA
 
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Post » Sun May 27, 2012 6:30 pm

This is the resolution for each height point (8 bit = 256 steps only, for 16 bit 65536, for 32 bit 4 billion)
Oh, okey.

Also, another question. Why the height map is so.. torn? Looks like it's broken, a lot of strange mountains, some landscape parts are flying somewhere.
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SexyPimpAss
 
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