Displaced land issues. L3DT or TESannwyn.. not sure why.

Post » Sat Nov 17, 2012 9:14 am

Hi there,

Been eagerly using the latest Pro trial version, hoping it would easy my map creation woes. I use L3DT for creating height maps for use in Bethesda's Creation Kit in conjunction with TESannwyn. Sometimes it looks okay other times not, trouble is it seems to be my luck that it's only on test maps that I don't want to use that it works and on the ones I'm keen on keeping I get nasty things happening. I'll be honest and say I don't know if it's a L3DT issue or a TESannwyn one, so I'm putting this in both forums to see if anyone has a clue.

Here are a couple of screen shots of my problem:

[img]http://i682.photobucket.com/albums/vv184/Nagual/Skyrim/map4a1.jpg[/img]
[img]http://i682.photobucket.com/albums/vv184/Nagual/Skyrim/map4a2.jpg[/img]

These first two show the "missing" bit of land.

[img]http://i682.photobucket.com/albums/vv184/Nagual/Skyrim/map4a3.jpg[/img]

This one shows that the land is in fact quite a bit above the rest of it.

[img]http://i682.photobucket.com/albums/vv184/Nagual/Skyrim/map4aheight.jpg[/img]
A picture of the height map, not very useful I know but..

[IMG]http://i682.photobucket.com/albums/vv184/Nagual/Skyrim/map43d.jpg[/IMG]
Here's a pic on the 3d render of the areas.

Settings for L3DT:

on creating a new map: 1.8288221359252928
Clipping the heightmap: in 3d mode set to -200 and save in heightfield using F5, into heightfield and clip below: -117.0446166992187 to height -117.0446166992187

Output as RAW using:
manual scale of 0.1143013834953308


TESannwyn settings:
TESAnnwyn.exe -i Skyrim -p 1 -b 16 -d 1024x1024 -x -16 -y -16 -h -8192 -s 0.05 -w newworld map4a.raw

I've found using a higher scaling factor makes that mountains very large for some reason.


Any ideas or help would be muchly appreciated.

Nag.
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Sandeep Khatkar
 
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Post » Sat Nov 17, 2012 6:38 am

Other similar issues have arisen. On a new map I had a few bits of displaced land as above, so I went back in to the design map and removed all peak ; fractal ; erosion ; terraces. This removed the errors appearing, however I noticed something new - eventually.


Where I placed my 'deep' terrain i.e. the bit's that been clipped to -117.something.. well it's appeared on the main map in the sky.. upside down.

A puzzler indeed...

Nag.
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Angela
 
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Post » Sat Nov 17, 2012 7:38 am

Is TESAnnwyn reporting over-/underflows?
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Melly Angelic
 
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Post » Sat Nov 17, 2012 6:46 pm

Yes it is. 1000 / -40 respectively. Trouble is, depending on which map I'm converting lowering the scale factor either appears to do nothing further to the 'flows or my landscape is virtually flat.
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Marquis deVille
 
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Post » Sat Nov 17, 2012 5:12 pm

Have you read elinen's tutorial http://hoddminir.blogspot.se/2012/02/from-heightmap-to-worldspace-in-skyrim.html that can be found on the Hoddminir development blog? She wrote about how you need to limit the heightmap's grayscale range to span the values 76-100 (0 is white, 100 is black). If you don't have access to Photoshop to do this, then you can use a Java based program called ImageJ to adjust the image while keeping it 16-bit at all times. Is the raw file that you are using 8-bit or 16-bit? I've experienced problems with 8-bit raw files when it comes to landscape features like hills and mountains.
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FABIAN RUIZ
 
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Post » Sat Nov 17, 2012 10:03 am

I've read that and several of the Hoddminir bloggs. I haven't photoshopped the HMs, from watching http://www.youtu.be/LUtqQUSTqh8?hd=1 from the Tutorial thread, which doesn't mention the need for it using L3DT. Certainly something to try on it regardless - should have thought about that myself... :facepalm:


EDIT: Also having read http://www.bundysoft.com/phpBB2/viewtopic.php?t=514#p8632 by Maegfaer , no mention of the need to PS it there either.. :( so perhaps it won't affect it. Will try anyway.

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Stephani Silva
 
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Post » Sat Nov 17, 2012 12:47 pm

I noticed that the video tutorial tells you to use TESVSnip. Unless it has been updated and the issues have been resolved, TESVSnip shouldn't be used to edit any .esp or .esm files. There's been a lot of talk on the forums over the last few months about TESVSnip corrupting files.

You should be able to make the .esp file into a .esm file by simply changing the extension, loading the .esm file as an active plugin in CK and saving it. The main reasons people have been using .esm files is that CK seems to be unstable when working with large worldspaces within .esp files and the infamous NavMesh bug. The latter has been fixed in Skyrim's 1.6.89.06 patch. A 1024x1024 px (or 32 cell x 32 cell) worldspace shouldn't have stability issues when inside a .esp file.
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Stacey Mason
 
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Post » Sat Nov 17, 2012 6:20 pm

I suspect L3DTs export option"manual scale" may be the greyscale factor.. but thats a guess.
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Shianne Donato
 
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Post » Sat Nov 17, 2012 11:51 am

Yeah, read a bit about what to do with the esm afterwards. I'm not too fussed about that just now, really just trying to get my head around why this isn't working as I expected to. A working map would be good. Well a working map that I want to use anyway.. :) Regardless of the further manipulations, the .esp should work.
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Imy Davies
 
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Post » Sat Nov 17, 2012 4:28 am

Firstly, some of the pics look like it was made from an 8 bit RAW image.

When exporting with L3DT, make sure your RAW settings are set to 16 bit unsigned (manual scale). Pretty sure this is the 4th option down the list. Then enter 0.11430138 in the manual scale box. Double click the Invert Y option so that it reads False. Save your RAW file.

Remember to check this every time you export a RAW image. No further scaling options are required in Tesannwyn.
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Adam
 
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