[RELEASE]: TESAnnwyn and TES4qLOD for Skyrim.

Post » Sun May 27, 2012 3:38 pm

Maybe the default is 1024x1024....hard to say without looking to the source code
try "-d 256x256"
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neen
 
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Post » Sun May 27, 2012 11:57 am

I did and created a 8 x8 now I am trying to fix the scaling as the terrain is all jagged but , the proportions are so small ? is that after all a rock in the sea of 5 m if I do a map of 256 x 256? shoudl I make bigger? I do not want a huge size to texture then woudl be a long work , but I want a decent sized island , my map is like mostly all back with a central area of terrain ... so I guess if is 57 m the whole 8 x 8 cells it shodl be like a 10 - 15 m island ... in proportions to real measures but what this means? that in this game woudl look a credible szed island or too small?

How do I specify the water heihgt?
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Zach Hunter
 
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Post » Sun May 27, 2012 6:21 pm

Oh no, 1 cell = 57m, so I think your island of 8 cells is already something...
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Dragonz Dancer
 
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Post » Sun May 27, 2012 11:28 am

ahhh ok ,,, but how I rise the water? I am trying -h -300 ?
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Céline Rémy
 
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Post » Sun May 27, 2012 8:29 am

http://img843.imageshack.us/img843/8591/59108202.jpg

how to fix this terrain gap?
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Cagla Cali
 
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Post » Sun May 27, 2012 8:49 pm

Never tested this seriously, but this ansatz seems to correct. The manual explains:
"If the data is not signed, you can decrease the height using the '-h' option in TESAnnwyn (see options below). These are the height ranges available for each size file: ....
16-bit RAW/BMP, 65536 (-32768 to +32767), Range: 7,471 m"

To your gap: I never have seen such thing...
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Doniesha World
 
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Post » Sun May 27, 2012 7:01 pm

I keep getting a broken terrain like that , I see no reason as the terrain was generated in a tool and looks fine .... any idea why is not working?

http://img716.imageshack.us/img716/8803/98380401.jpg
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sally R
 
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Post » Sun May 27, 2012 1:42 pm

Any idea on how to fix? what kind of files are you uploading on that are working? I am using a 256 x 256 raw 16 bit file but I get all thime this splitted terrain heights...
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Darlene DIllow
 
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Post » Sun May 27, 2012 1:26 pm

Can you upload the raw file somewhere?
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Victoria Vasileva
 
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Post » Sun May 27, 2012 9:54 pm

Try to change 16 to 8 bit. Really.
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Lovingly
 
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Post » Sun May 27, 2012 11:21 am

I solved by halving the brightness of the texture HM , tough the color map doesn't show ingame anywhere , is this feature working or I am expecting something different? I imported a same sized 24 bit bitmap ...

how do I teleport myself to the worldspace?

how I do to lower the sea level or the terrain ? There is a gap between the terrain and the underterrain underwater like the whole 256x256 quad is elevated from ground ....
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Danny Warner
 
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Post » Sun May 27, 2012 7:48 am

how do I teleport myself to the worldspace?
Put the COCHeadingMarker into your cell, then use console to teleport ("cow WORLDSPACE X Y", I think).

how I do to lower the sea level or the terrain ? There is a gap between the terrain and the underterrain underwater like the whole 256x256 quad is elevated from ground ....
In Worldspace settings, you can change the water and land height.
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cheryl wright
 
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Post » Sun May 27, 2012 8:56 am

I tried but they do not change in real time or shoudl ? nothng happens if I reload should I close the editor and launch again?
whats this marker and how do I fix the gaps under the terrain of the heightmap terrain?

as for texturing the color map feature do not work? or how to load a texture base to cover the whole land? seems not working as well...
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Taylor Tifany
 
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Post » Sun May 27, 2012 6:36 pm

Yeah, it's better to change, then close and open CK again.
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Laura Tempel
 
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Post » Sun May 27, 2012 11:41 am

I am having a problem when I load a color map , it always looks offsetted or shifted or rotated and I dunno how much or where how can I do to know and aligh it exactly over the heightmap?


also how can I extract a tamriel color map so to know what color tone to use?
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Lynne Hinton
 
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Post » Sun May 27, 2012 6:56 pm

Ok I found , the map is just upverted , so the color map has to be flipped vertically ....
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Liv Brown
 
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Post » Sun May 27, 2012 11:21 pm

Is possible somehow to load texture codes according to color map codes? so to have textured the landscape faster? will the textures overwrite the colormap codes?
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aisha jamil
 
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Post » Sun May 27, 2012 10:40 pm

Just tried to extract the skyrim map

TEAnnwyn -p 1 -b 32 -s 1.5 -w Tamriel Skyrim.esm

The result is a bicromatic gray image with step silouhettes and nothing similar to a heightmap , is not working?
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Marina Leigh
 
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Post » Sun May 27, 2012 8:34 am

TESAnnwyn -p 1 -b 32 -s 1.5 -w Tamriel Skyrim.esm
I used these settings, and opened the result with IrfanView:
http://img197.imageshack.us/img197/7633/skyrimtestprometheus.png
...one has to specify the dimensions and the depth (32 bit). The remaining options I left unchanged. The picture is flipped, so north is at the bottom edge, and the red area is the mountains in the south

Keep in mind that the colorscale is meaningless in a raw file (even in the bmp file). It is just a signed 32-int encoded as a "color"
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Kat Stewart
 
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Post » Sun May 27, 2012 12:44 pm

to me it looks different ....

the file generated says is 3808 x 3008 but when I try to open in raw file it says that the specified file size is smaller than the actual file ...

but after all I can only open up to 16 b in ps ....

here is how looks the opened 32

http://img27.imageshack.us/img27/6020/93147694.jpg

and here how looks the opened 16

http://img401.imageshack.us/img401/2753/68452636.jpg

here is instead how looks the landscape I created

http://img339.imageshack.us/img339/2720/43141943.jpg
quite different ... should I make the sea all white? or how can I do to port to the similar grade tones of the skyrim map ? Anyway I can barely understand the shape as the white don't match really the sea and I can't see any correspondence in the heightmaps we see ingame ... so how this is looking like that?
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Nienna garcia
 
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Post » Sun May 27, 2012 11:47 pm

I think that your viewer is not able to handle the raw file correctly. A raw file is not standardized, just a dump of binary data. If your viewer complains about the size, it could be an indication that it was expecting 24 bit (3 colors at 8 bit each)

Try a bmp (option "-p 2")
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CArla HOlbert
 
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Post » Sun May 27, 2012 1:12 pm

Is it possible t texture the Landscape with Texture ID's corresponding to colors? in a color map?
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Thomas LEON
 
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Post » Sun May 27, 2012 2:25 pm

I have to say this question is beyond my knowledge. I didn't had a look so far how the textures are mapped to colors. I hope somebody else can clarify this a little bit
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Matt Terry
 
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Post » Sun May 27, 2012 7:00 pm

Well having this woudl allow much better texturing than the handpaint tools in the CK ...
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Kelly John
 
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Post » Sun May 27, 2012 8:08 am

I'm not sure but I think that TES4qLOD can produce only lod dds files. Do you need an automatic procedure to paint the landscape in the esm?
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Reven Lord
 
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