[RELEASE]: TESAnnwyn and TES4qLOD for Skyrim.

Post » Sun May 27, 2012 11:02 am

Do you have a screenshot?

Is this also the case for 16 or 32 bit heightmaps?
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Joanne Crump
 
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Post » Sun May 27, 2012 5:43 pm

16-bit, .raw

Pics:

1. http://i.imgur.com/xZc0s.png
2. http://i.imgur.com/dmLvE.png
3. http://i.imgur.com/8T3kC.png
4. http://i.imgur.com/pCKCa.png
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Travis
 
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Post » Sun May 27, 2012 3:40 pm

This looks really weird...

But one question: did you used the 16 bit setting also during generation of the raw map?
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daniel royle
 
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Post » Sun May 27, 2012 10:49 am

Yes, my raw is 16-bit, so I set the setting on 16-bit in gui.
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Aman Bhattal
 
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Post » Sun May 27, 2012 12:41 pm

Yes, my raw is 16-bit, so I set the setting on 16-bit in gui.

LSB or MSB order? Signed or unsigned?

TESAnnwyn expects signed LSB order.
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Amanda Leis
 
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Post » Sun May 27, 2012 4:28 pm

Em.. what? Where I can find this?

Also, I use min and max height as -1024 and 12760 and suddenly got fine and nice height map in CK. http://i.imgur.com/OS2iB.png Suddenly.
Wait. This cant help. Hm.


At least, I found that all bugs were from .raw file. I think so.
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Maria Leon
 
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Post » Sun May 27, 2012 9:28 pm

raw files can be a pain, because it is just a binary dump... I prefer a bmp, it has a header.

How did you created the raw file?
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Anthony Santillan
 
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Post » Sun May 27, 2012 10:57 am

Hm.. Never tryed bmp, btw.

Make map in PS, then Save as, header 0, that's all. Nothing more I can edit now (but early I can choose some option Masintosh or something else).
Also, 8-bit, greyscale (right?) I have Photoshop in my native language, so not sure if I'm right at photoshop termins.
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Britney Lopez
 
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Post » Sun May 27, 2012 3:22 pm

Hm.. Never tryed bmp, btw.

Make map in PS, then Save as, header 0, that's all. Nothing more I can edit now (but early I can choose some option Masintosh or something else).
Also, 8-bit, greyscale (right?) I have Photoshop in my native language, so not sure if I'm right at photoshop termins.

It should be something like "PC byte order" or "little-endian byte order", 16-bit, greyscale, no header.
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Celestine Stardust
 
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Post » Sun May 27, 2012 9:11 pm

It should be something like "PC byte order" or "little-endian byte order", 16-bit, greyscale, no header.
Hm, no. I have no settings like this. I can just set the number of header. That's all for 8-bit.
For 16-bit I can choose format type: Macintosh or IBM PC, also I can set the header number.
For 32-bit I cant save file as raw in photoshop. Don't know why.
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c.o.s.m.o
 
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Post » Sun May 27, 2012 11:28 pm

Saving in photoshop at 16 bit in RAW IBM format is enough.
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victoria gillis
 
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Post » Sun May 27, 2012 9:32 pm

Thanks a lot!
I did it, heh.
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Lawrence Armijo
 
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Post » Sun May 27, 2012 3:27 pm

mmm I am really rusty at this can someone tell me how do I do to generate a esm of a small land of about 4 cells? I don't want anything supersized atm , what size shoudl be my texture file? and what format? Sorry I don't emember much how that all coding worked ...
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M!KkI
 
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Post » Sun May 27, 2012 10:09 pm

what size shoudl be my texture file? and what format? Sorry I don't emember much how that all coding worked ...
The cell size is 32x32, if you would like to get 2x2 cells, you need a bitmap with 64x64 pixels.

Do you only want to import a heightmap, or generate something from scratch?
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Keeley Stevens
 
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Post » Sun May 27, 2012 12:24 pm

Mmm hard to work on sonething that luttke but Atm I needed. Small island but in that size barely woukd have any deraik I guess ... But berree than manuakky lift eveeything above sea ....

After I may need to make a large terrain may be 2 times skyrim in size how many cells would that be and require and how big needs to be the map ? How bug wouldbe a map of like 256x256 ... ?
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Alada Vaginah
 
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Post » Sun May 27, 2012 11:55 am

The problem is still not so clear to me....

TESAnnwyn has btw. an offset option, you could try out this feature to lift the heightmap

256x256 (cells? grid points?) 256 cells are 32 quads, 256 grid points is one quad
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joeK
 
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Post » Sun May 27, 2012 7:13 am

256x256 (cells? grid points?) 256 cells are 32 quads, 256 grid points is one quad

256 cells are 8
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Hussnein Amin
 
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Post » Sun May 27, 2012 3:22 pm

Yes you are right...

So 8 cells are twice as 4 cells which is the size of Skyrim, this answers this part
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Alisia Lisha
 
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Post » Sun May 27, 2012 9:38 pm

256x256 (cells? grid points?) 256 cells are 32 quads, 256 grid points is one quad

256 cells are 8 quads, 1 quad is 32 cells.

Skyrim's heightmap is about 4x3 quads, a heightmap twice the size in surface would be something like 8x3 then.

Sorry, no idea why that partial reply got posted. This was my intended post.
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Julia Schwalbe
 
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Post » Sun May 27, 2012 8:02 am

256 cells are 8 quads, 1 quad is 32 cells.

Skyrim's heightmap is about 4x3 quads, a heightmap twice the size in surface would be something like 8x3 then.

Sorry, no idea why that partial reply got posted. This was my intended post.

Maybe I am completely wrong, but i have read Prometheus-ts questions about bugs in a landmass of a special size. And I think gruftikus was asking what fixpoint he should use to understand which size the landmass should have (is the fixpoint gridpoints or cells, this make two varations of the size). Sorry for posting my opinion, I do not understand this to deep and I was a little confused too. But it is an interesting thread.
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NEGRO
 
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Post » Sun May 27, 2012 3:17 pm

My mistake ... Typibg from phone leads to bad spelling... I meant how big not bug ... Anyway i meant in pixels of an image like 4096 ? 2048 ? 1024 ? 512 how many cells would be ingame for image heightmaps of that size? And how translates ib real measures dimensiobs?
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Neil
 
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Post » Sun May 27, 2012 12:49 pm

You have to divide the number of pixels (which is the heightmap grid) by 32, this gives the number of cells.
If you divide your bitmap dimensions by 1024 (32*32), this gives the number of quads.

For Oblivion, a description can be found here:
http://cs.elderscrolls.com/index.php/Oblivion_Units

Afaik, it is still the same definition in Skyrim.

If this is true, one cell has 4096x4096 game units which are 58x58m², at a grid of 32x32 this means one bmp-pixel corresponds to 1.8m.

Do you have already some plans how to generate the bitmap? TESAnnwyn requires a very special format (see some posts above...)
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P PoLlo
 
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Post » Sun May 27, 2012 2:55 pm

Ok I tried this , I created a bat file and run it

TESannwyn -i Skyrim -w Issgard -b 16 -p 1 Issgard.raw
the map is a 256 x 256 raw 16 file

It makes a 32 x 32 worldspace ... so means that it shoudl correspond to a 1.8 x 32 = 57 m land? Actually is an island and it covers 1/10 of the whole map so shoul dthat mean it is like a 5 m sized island? Doesn't look liek that ingame ...
It runs fine and creates a nice esp but when I load ... I get this result ... why ?

highest point 32766

lowest point -32767
http://img835.imageshack.us/img835/833/16300675.jpg

Edit:
Ok I added a scale factor of -s 0.15 reduced max height to 500 m gonna test now ...
Edit: resulted in a flat land and no water ... I try 0.25
Edit: still messed trying 0.18
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Nathan Maughan
 
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Post » Sun May 27, 2012 6:48 pm

For the import of raw files you have to specify the dimensions (raw files have no header...) with -d XxY

256 pixels should correspond to 8 cells (256/32 = 8)

Edit: if you use my MPGUI, this writes a log file. Could provide additional information...
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Sheila Esmailka
 
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Post » Sun May 27, 2012 8:04 pm

no , it is creating a 32 x 32 cells , why ?

Edit: Yes specifiyng the size it created 8 x8 .... so is it that small area? 57 m of water with a 5 m island?
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gandalf
 
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