[Wip/RELz] Under the sign of the dragon - Tamriel heightmaps

Post » Tue Nov 23, 2010 12:53 pm

:laugh: Kiwi_hawk has a good map to use.
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hannah sillery
 
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Post » Tue Nov 23, 2010 9:45 am

:laugh: Kiwi_hawk has a good map to use.



I'm waiting for a full-tamriel elven map to use.
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REVLUTIN
 
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Post » Tue Nov 23, 2010 8:02 am

Awesome job once again, Onra! Hammerfell and Skyrim look really good. :foodndrink:
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Spencey!
 
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Post » Tue Nov 23, 2010 5:07 am

What excactly is the function of the Regions tab under the Worldspace cells?
I've noticed lots of conflicts between Blackmarsh and Elseweyr - Anequina. Blackmarsh removes the LODSwampRegion [REGN:0006F86C], while Elseweyr keeps it and removes instead LODForestRegion [REGN:0006F86B]
Which in-game consequences will this have?

EDIT:
I also noticed a http://i176.photobucket.com/albums/w179/octavius243/ScreenShot762.jpg?t=1272453201
It's only noticeable from within Hammerfell, but it seems to run along the whole border. I was checking for conflicts with one of the camps added by OOO when I notced it and followed it north untill I reached the corner as seen in the screen shot. It also ran a long way to the south, but I didn't follow it all the way.
Also noticed som floating trees in cell -41, 26.

Anyway, excellent work on the heightmaps!
Hopefully they will be used by other modders to include dungeons and quest mods.
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N3T4
 
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Post » Tue Nov 23, 2010 6:43 am

[quote name='PetrusOctavianus' date='28 April 2010 - 06:12 AM' timestamp='1272449522' post='15891518']
What excactly is the function of the Regions tab under the Worldspace cells?
I've noticed lots of conflicts between Blackmarsh and Elseweyr - Anequina. Blackmarsh removes the LODSwampRegion [REGN:0006F86C], while Elseweyr keeps it and removes instead LODForestRegion [REGN:0006F86B]
Which in-game consequences will this have?

no consequences....the complete lod region data is overwritten by the different heightmaps or Ilianas mod with new region data anyway...so doesn't matter which mod removes it or not....

EDIT:
I also noticed a http://i176.photobucket.com/albums/w179/octavius243/ScreenShot762.jpg?t=1272453201
It's only noticeable from within Hammerfell, but it seems to run along the whole border. I was checking for conflicts with one of the camps added by OOO when I notced it and followed it north untill I reached the corner as seen in the screen shot. It also ran a long way to the south, but I didn't follow it all the way.
Also noticed som floating trees in cell -41, 26.

thx for reporting....don't know how this happened but I have currently started fixing it...fixed version will be uploaded as soon as possible :-)

cheers
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Andres Lechuga
 
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Post » Tue Nov 23, 2010 10:14 am

I'm curious as to why your provinces are so much larger than they should be with respect to Cyrodiil. I've aligned the TES4qLOD output with the http://uesp.net/w/images/images.new/c/c3/TamrielMap.jpg in the image linked below to show what I mean.

http://img62.imageshack.us/img62/8093/tamrielmap3copy.png

While I respect the work that went into making these heightmaps, it's a little disappointing (to me) to find they're of a different scale with respect to the vanilla game when they're supposed to be lore-friendly and made with TES4's limitations in mind.
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JeSsy ArEllano
 
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Post » Tue Nov 23, 2010 4:44 am

I'm curious as to why your provinces are so much larger than they should be with respect to Cyrodiil. I've aligned the TES4qLOD output with the http://uesp.net/w/images/images.new/c/c3/TamrielMap.jpg in the image linked below to show what I mean.

http://img62.imageshack.us/img62/8093/tamrielmap3copy.png

While I respect the work that went into making these heightmaps, it's a little disappointing (to me) to find they're of a different scale with respect to the vanilla game when they're supposed to be lore-friendly and made with TES4's limitations in mind.

Because Cyrodiil's scale is itsy-bitsy for the largest province in Tamriel. And because you'll never see the world from a high enough view to notice the up-scaling of the other provinces.

Would you really prefer it if you could see straight to the seas of High Rock as soon as you enter Hammerfell? That's a little exaggerated, but it gets the point across. Larger scales allow modders to do the provinces the justice they deserve.

I'm hoping that TES:V has a much larger scale, so that a mod team can recreate a larger version of Cyrodiil.
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Chad Holloway
 
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Post » Tue Nov 23, 2010 4:17 am

I'm curious as to why your provinces are so much larger than they should be with respect to Cyrodiil. I've aligned the TES4qLOD output with the http://uesp.net/w/images/images.new/c/c3/TamrielMap.jpg in the image linked below to show what I mean.

http://img62.imageshack.us/img62/8093/tamrielmap3copy.png

While I respect the work that went into making these heightmaps, it's a little disappointing (to me) to find they're of a different scale with respect to the vanilla game when they're supposed to be lore-friendly and made with TES4's limitations in mind.



I am really sorry....but do you really think it would be lore friendly if you could throw stones from Leyawiin to Senchal...I don't think so....If you have a look on the topgraphic map scale or read the infernal city you will maybe get a better feeling for the right scale....once again it is not possible to simply transfer a basic overview map ( without any proper scale) 1:1 into a believable and at least a bit realistic Tes 4 heightmap ....especially not in the tamriel WS....I tried to get ( as close as possible) the right shape of the provinces and used the cyrodiil and the rescaled Vrdenfall heightmap as a reference...I personally think that the seize compared to the cyrodiil and Vardenfall ingame heightmap is ok and believable....
just try to imagine how for example the topal bay would look like if we would simply use your "lore map" as a heightmap....

btw if you are starting to talk about lore ...again then try to rember how big tamriel and cyrodiil is described in the infernal city...for me it would be absolutely no fun and no atmosphere to cross a complete continent in a few minutes...and not lore friendly as well :-)

cheers
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Michael Russ
 
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Post » Mon Nov 22, 2010 9:56 pm

I am really sorry....but do you really think it would be lore friendly if you could throw stones from Leyawiin to Senchal...I don't think so....If you have a look on the topgraphic map scale or read the infernal city you will maybe get a better feeling for the right scale....once again it is not possible to simply transfer a basic overview map ( without any proper scale) 1:1 into a believable and at least a bit realistic Tes 4 heightmap ....especially not in the tamriel WS....I tried to get ( as close as possible) the right shape of the provinces and used the cyrodiil and the rescaled Vrdenfall heightmap as a reference...I personally think that the seize compared to the cyrodiil and Vardenfall ingame heightmap is ok and believable....
just try to imagine how for example the topal bay would look like if we would simply use your "lore map" as a heightmap....

btw if you are starting to talk about lore ...again then try to rember how big tamriel and cyrodiil is described in the infernal city...for me it would be absolutely no fun and no atmosphere to cross a complete continent in a few minutes...and not lore friendly as well :-)

cheers


I understand how terrible the scale is from a visual perspective in-game, but I play with a high timescale and without distant scenery specifically to delude myself into thinking the place is larger than it really is (suspension of disbelief and all that, otherwise I'd be worried about the lack of people and even greater lack of farmland). I've tuned this these past four years to where the game mostly feels right. If the scale changes from what I'm used to* when I cross the border, I'd likely be able to feel it even with the distant landscape turned off. I realize this playstyle is in the minority, but it is what it is; not everyone plays so they can get a scenic vista at a moment's notice. But that's a criticism of your reaction, not of your vision for the mod. I can understand why you're doing things the way you are and respect that decision, it's just not my "cup of tea", so to speak. Anyhow, my curiosity is sated. Thank you.

Also, if you're talking about tossing stones from Leyawiin to Senechal, seeing as that's about the same distance as the one from Leyawiin to Bravil, I have to wonder how freakishly strong your characters are for you to even think such a feat would be easy even at the vanilla scale.

*All the official maps of Tamriel since Arena have been fairly consistent regarding province sizes, and I've been playing since the Betony demo was released. A High Rock that rivals Cyrodiil in size simply Is Not Right ™.
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Neliel Kudoh
 
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Post » Mon Nov 22, 2010 11:46 pm

I understand how terrible the scale is from a visual perspective in-game, but I play with a high timescale and without distant scenery specifically to delude myself into thinking the place is larger than it really is (suspension of disbelief and all that, otherwise I'd be worried about the lack of people and even greater lack of farmland). I've tuned this these past four years to where the game mostly feels right. If the scale changes from what I'm used to* when I cross the border, I'd likely be able to feel it even with the distant landscape turned off. I realize this playstyle is in the minority, but it is what it is; not everyone plays so they can get a scenic vista at a moment's notice. But that's a criticism of your reaction, not of your vision for the mod. I can understand why you're doing things the way you are and respect that decision, it's just not my "cup of tea", so to speak. Anyhow, my curiosity is sated. Thank you.

Also, if you're talking about tossing stones from Leyawiin to Senechal, seeing as that's about the same distance as the one from Leyawiin to Bravil, I have to wonder how freakishly strong your characters are for you to even think such a feat would be easy even at the vanilla scale.

*All the official maps of Tamriel since Arena have been fairly consistent regarding province sizes, and I've been playing since the Betony demo was released. A High Rock that rivals Cyrodiil in size simply Is Not Right ™.

You're entitled to your own opinion of course, but imagine if High Rock had been scaled to Cyrodiil's size. How could anyone faithfully recreate the massive city of Daggerfall without taking up a massive chunk of the landmass or removing most of the other cities to compensate? It would have to comprise of a fort and three houses. No amount of distant scenery reductions would make that feel right. Seems to me like Onra has got the scale just right. Not so huge compared to Cyrodiil that you really notice the change in size when you're travelling by foot/horse/boat, and not to the exact same scale that would make you feel like a kid in a Tamriel-shaped sandpit.

Onra gave us all a great chance to create and explore the rest of Tamriel as immersively as possible. Credit where credit is due.
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N3T4
 
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Post » Mon Nov 22, 2010 10:50 pm

You're entitled to your own opinion of course, but imagine if High Rock had been scaled to Cyrodiil's size. How could anyone faithfully recreate the massive city of Daggerfall without taking up a massive chunk of the landmass or removing most of the other cities to compensate? It would have to comprise of a fort and three houses. No amount of distant scenery reductions would make that feel right. Seems to me like Onra has got the scale just right. Not so huge compared to Cyrodiil that you really notice the change in size when you're travelling by foot/horse/boat, and not to the exact same scale that would make you feel like a kid in a Tamriel-shaped sandpit.

Onra gave us all a great chance to create and explore the rest of Tamriel as immersively as possible. Credit where credit is due.


Now now, at least understand that my criticism is not with the scale itself but with the inconsistent scale between Cyrodiil and the rest of Tamriel. A vanilla sized city can fit comfortably at the tip of vanilla High Rock, and that size is what I've come to expect from cities in Oblivion's Tamriel (again, suspension of disbelief and four years of experience). While having a larger representation of the city would be nice in some ways, it still wouldn't feel right for it to be larger than its Cyrodiilic counterparts, not to mention it would play havoc with timescales. What I'd really like to see would be Cyrodiil resized to match the new scale, but that's an ambitious project unto itself and would cause trouble with all the existing landscape mods, so I can understand why no one's attempting it. Still, I'll likely end up playing mods that use onra's heightmaps as they come out; I was only curious about the decision, not upset or anything.
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Juan Cerda
 
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Post » Tue Nov 23, 2010 9:11 am

Now now, at least understand that my criticism is not with the scale itself but with the inconsistent scale between Cyrodiil and the rest of Tamriel. A vanilla sized city can fit comfortably at the tip of vanilla High Rock, and that size is what I've come to expect from cities in Oblivion's Tamriel (again, suspension of disbelief and four years of experience). While having a larger representation of the city would be nice in some ways, it still wouldn't feel right for it to be larger than its Cyrodiilic counterparts, not to mention it would play havoc with timescales. What I'd really like to see would be Cyrodiil resized to match the new scale, but that's an ambitious project unto itself and would cause trouble with all the existing landscape mods, so I can understand why no one's attempting it. Still, I'll likely end up playing mods that use onra's heightmaps as they come out; I was only curious about the decision, not upset or anything.


What really doesn't feel right is Cyrodiil being so small compared to other world maps on previuous games, the was a reason for that called - mainstream, before that Morrowind landmass was huge compared to Cyrodiil, but compared to Daggerfall was again very small.
The more the series cater for a generic audience the more you'll see this and other atrocities ( wasn't Cyrodiil meant to be mainly jungle/rain forest? ), Bethie had complains form Kiddos that couldn't cope with the vast desert areas of Vvardenfell, but that was the beauty of it.

I'm very happy that Onra has enlarged the scale of the provinces to fit a reality scale that some of us do miss, of course noone can cater for all tastes, but in my case this mod is a must have.
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Multi Multi
 
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Post » Tue Nov 23, 2010 3:14 am

What really doesn't feel right is Cyrodiil being so small compared to other world maps on previuous games, the was a reason for that called - mainstream, before that Morrowind landmass was huge compared to Cyrodiil, but compared to Daggerfall was again very small.
The more the series cater for a generic audience the more you'll see this and other atrocities ( wasn't Cyrodiil meant to be mainly jungle/rain forest? ), Bethie had complains form Kiddos that couldn't cope with the vast desert areas of Vvardenfell, but that was the beauty of it.

I'm very happy that Onra has enlarged the scale of the provinces to fit a reality scale that some of us do miss, of course noone can cater for all tastes, but in my case this mod is a must have.

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Dylan Markese
 
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Post » Tue Nov 23, 2010 11:42 am

What really doesn't feel right is Cyrodiil being so small compared to other world maps on previuous games, the was a reason for that called - mainstream, before that Morrowind landmass was huge compared to Cyrodiil, but compared to Daggerfall was again very small.
The more the series cater for a generic audience the more you'll see this and other atrocities

No, that's completely irrelevant. It was so they could have a more detailed game. I don't want to go too off-topic though so I'll leave it there.
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luis ortiz
 
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Post » Tue Nov 23, 2010 6:59 am

the scales fine, keep up the great work onra :)
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Lloyd Muldowney
 
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Post » Tue Nov 23, 2010 3:09 am

@ Leyic

I agree ...the only perfect way to create an absolutely lore based and as well more realistic tamriel would be, to create a complete new rescaled tamriel worldspace including a rescaled Cyrodiil. Such a heightmap would also be a lot easier to create than adding new landmasses to the existing vanilla tamriel worldspace ! Allthough this would mean to rebuild the complete main game....AND...create all provinces. AfaIk the former german tamriel improved team is working on such a map ...but honestly...we all know that a project of such a seize seize must fail...it's a simple question of time....not to forget that nearly no existing mod would be compatible with such a map....
An other option is of course creating every province in its own ws which works absolutely fine but is not what I prefer for different reason....

This leaves using the existing tamriel ws. As I said before, creating a 1:1 copy of the lore maps does not work for me..I have tested it and it really looks horrible in some places (as long as you have lod land enabled) and it is ingame defenetely too small and not realistic in any way ...

so at the end my heightmaps are a (hopefully) good compromise for TES4...

btw...I don't think that we will ever see a complete playable tamriel in a TES game :violin:


cheers :-)

onra
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Channing
 
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Post » Tue Nov 23, 2010 5:56 am

Nothing wrong with the scale you settled for, onra. It's perfect for flying around with that Akatosh dragon, enjoying thje scenery.

http://i776.photobucket.com/albums/yy46/igerup/games/Untitled225.png or http://i776.photobucket.com/albums/yy46/igerup/games/Untitled227.png
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David Chambers
 
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Post » Tue Nov 23, 2010 12:42 pm

I've updated my map at Tesnexus with the High Rock/Hammerfell/Skyrim heightmap. I didn't add any placenames this time. http://www.tesnexus.com/downloads/file.php?id=30824
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Courtney Foren
 
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Post » Tue Nov 23, 2010 12:33 pm

Regardless of whether there are scale issues or not, it just doesn't seem right to nitpick over such things when such an enormous amount of astounding work has been done - especially considering the total lack of reward involved (other than self-satisfaction, of course).

To Onra I say THANK YOU immensely for this resource. This is the sort of thing the community should really get together and rally behind - it benefits everyone. Speaking of which, I have a question: I'm currently working on a mod that involves crossing the border into Skyrim (the southwestern corner that borders with Cyrodiil and Hammerfell). I was going to set up my own little worldspace for the small section involved, but would it be better to base it on the existing portions of the Skyrim heightmap?
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Toby Green
 
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Post » Tue Nov 23, 2010 2:51 am

Speaking of which, I have a question: I'm currently working on a mod that involves crossing the border into Skyrim (the southwestern corner that borders with Cyrodiil and Hammerfell). I was going to set up my own little worldspace for the small section involved, but would it be better to base it on the existing portions of the Skyrim heightmap?


I'd say make use of Onra's heightmaps, it's so much more fun to really head into Skyrim and finding interresting places to discover. Onra made a new thread btw to keep everything related to the heightmaps in one neat topic: http://www.gamesas.com/index.php?/topic/1091082-tamriel-worldspace-modding-project/ :foodndrink:
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Ana
 
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Post » Tue Nov 23, 2010 6:01 am

I'd say make use of Onra's heightmaps, it's so much more fun to really head into Skyrim and finding interresting places to discover. Onra made a new thread btw to keep everything related to the heightmaps in one neat topic: http://www.gamesas.com/index.php?/topic/1091082-tamriel-worldspace-modding-project/ :foodndrink:

I think I might do that. Even if it's just trees and LOD at this point, it's a lot better than the little Pale-Pass-like snowy valley I was going to create. So, if I want to do that I just put the ESM in my data folder and load it when I modify my mod in the CS, right? I haven't used a lot of esm's or bsa's yet so I'm a little shaky on the right way to do it. Do I need to do anything special with the separate LOD files, or is it all referenced by the ESM?

UPDATE: I noticed the link to the thread above and posted my question there. Sorry for the duplication. The actual thread is probably a better place for it, anyway.
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FITTAS
 
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Post » Tue Nov 23, 2010 2:46 am

The heightmaps are plugins, not masters. It's the only way Onra could get them to be in the Tamriel worldspace. You'll have to .esmify them using Bash (or similar) before loading them into the construction set and making your own plugin.
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Philip Lyon
 
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Post » Mon Nov 22, 2010 10:51 pm

I think I might do that. Even if it's just trees and LOD at this point, it's a lot better than the little Pale-Pass-like snowy valley I was going to create. So, if I want to do that I just put the ESM in my data folder and load it when I modify my mod in the CS, right? I haven't used a lot of esm's or bsa's yet so I'm a little shaky on the right way to do it. Do I need to do anything special with the separate LOD files, or is it all referenced by the ESM?


There is no esm, you'll have to esmfy the esp that contains the area you want to modify in Wrye Bash. You use the esmfied version for CS work and the normal esp version for your game (your mod will depend on Onra's esp). I keep two folders in my data folder: one with backups for both the esmfied files and one for the normal esp's so I can switch them easily for either modding or testing ingame. It works great! :)
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Ross Thomas
 
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