Creation Kit unit sizes converted to Blender

Post » Sat Nov 17, 2012 1:30 pm

Tried a quick search but couldnt find anything skyrim specific.

Im trying to learn how to create tilesets, but im unsure of what the unit sizes are. For oblivion it seems Powers of 2 were used and that was fine. But ive imported ImpHall01 into blender, and for length its 256 blender units, but for width its less than 256 but more than 128, so im unsure how its done. Height also seems a bit over 256.
Im maybe just getting this wrong, as have never done tilesets before, so any info would be helpfull

Ive found this guide,http://www.truancyfactory.com/tutorials/blender/tileset.html, but if anyone has any Skyrim specific, or even any other guides, it'd be much appreciated also. :thumbsup:

Edit-Also, ive noticed in creation kit that the floors arent flat planes, so how do they create the tile sets to get the bits to fit together. Do they just model one big hall with the diffrent sections in one piece and slice it up at the end?
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louise fortin
 
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Post » Sat Nov 17, 2012 11:38 am

In my limited experience as far as I know, Skyrim uses 'Standard Game Units' for tilesets. Modeling programs have several measuring devices and one of them is 'Game Units' and that seems to be correct.
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latrina
 
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Post » Sat Nov 17, 2012 12:07 pm

Oh right, need to have a look for that. Wasnt aware of anything like that,ty.

Edit- All i can find in blender is Metric and imperial units, but i dont think this is what im looking for anyway.Thread sorta has the wrong name now

For length they seem to stick to powers of 2, 128,256,512, etc, as they even have some labeled with those dimensions in the names.
For height, from what ive read it doesnt matter, as long as i make it big enough for players etc to get through, and keep it the same height for every tile so they all tie together, that should be fine.

For the width though, im unsure whether to just go a size thats big enough, or whether that needs to stick to the 256,512 etc, for snap to grid to function properly.

Also still unsure whether to model in one giant piece and then split it up for the diffrent sections. If every wall,floor and roof stayed perfectly straight then i could model individually, as long as they all kept the same sizes, and it would fit. But if a bit of floor is raised a bit from its neighbouring piece, then its not gonna line up properly.

:shrug:
Need to have a hunt about for some more tutorials
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Phillip Brunyee
 
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Post » Sat Nov 17, 2012 4:33 am

I wouldn't worry too much about sticking exclusively to the powers of 2, but I'd try to make sure the sizes were numbers that are divisible by 16 (or 32). This will give you all the powers of 2 numbers that are highter than 16 (or 32) and give you intermediate sizes as well.
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D LOpez
 
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Post » Sat Nov 17, 2012 9:40 am

i dont have much experience using blender, but i do know that 3ds max units are 1:1 with the CK.

if i remember correctly, 3ds units by default are 1:1 with centimeters. try setting your blender units to be 1:1 with cm as well, and see if that gives you the proper export scale.


you can also try importing a floor tile nif (or obj from a converted nif) and double checking if the unit size of the floor tile is a power of 2 in cm. you can use that to calibrate your blender units
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Jennie Skeletons
 
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Post » Sat Nov 17, 2012 11:04 am

Ive been loading skyrim meshes in Nifskope, and exporting them out as OBJ, then loading that OBJ in blender.

Would this affect the size of meshes compared to what they actually are in game? Some stuff seems a bit odd, sizewise, when you compare them in blender.
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Austin Suggs
 
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