HeightMap editing and world editing

Post » Sun Jun 17, 2012 1:47 pm

I feel like I just had a finishing move performed on me :cry: . I was so looking forward to those mods and had hoped to create a giant landmass myself one day.
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Emily abigail Villarreal
 
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Post » Sun Jun 17, 2012 12:34 pm

I have very bad news for the bigger projects.

Turns out the LOD is restricted to an 8x8 quads area, as far as I can see. LOD display is controlled by *.lod files inside the Data/lodsettings folder. Look in the Meshes BSA for the ones for vanilla worldspaces. Simply copying Tamriel.lod and renaming it to your worldspace will show up LOD.

If you open Tamriel.lod in a hex editor, the first 4 values look like this:

A0 FF A0 FF

The first and third values (A0) determine the X and Y starting coordinates of the LOD. Two hexadecimal digits can range from 00 to FF (FF == 255 in decimal numbers). The displayed LOD area seems to be 255 cells in length and width. So if the first and third values are A0 (which is 160 in decimals), LOD will only show up from the coordinates -96,-96 to 160,160. (Btw, these values need to be multiples of 8 or LOD won't show up at all)

The second and fourth values (FF FF) I am not sure about, but changing them to anything else will make all LOD disappear. I kinda expect these affect the size of the LOD field, but since I can't change them nor give them more digits, that's of no use anyway.

So, changing these values only shifts the displayed LOD area around, it doesn't actually make it bigger. You can't make the values longer than 2 digits either as far as I can see, the game simply crashed in that case. So my conclusion is that we are stuck with a maximum of 8x8 quads. For a project like MERP (14x13 heightmap) or Mesoga (16x16) this is kinda disastrous, and we will need to make drastic decisions.

Perhaps some very knowledgable modders (programmers) may be able to change this somehow, perhaps by increasing the value directly in memory, or adjusting it on run-time if that's possible depending on where the player is... That would be very awesome, but I don't think we can assume that that will be possible. Some input on that topic from awesome modders would be much appreciated.
Not to sound like I'm belittling your problems, but that means that as long as your worldspace is under 8x8 quads LOD will work just fine? This is both great news (That it works), and horrible news for the bigger projects. :( I hope you guys can find a way around it! I am looking forward to seeing how others do their massive worldspaces.
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jaideep singh
 
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Post » Mon Jun 18, 2012 12:00 am

Not to sound like I'm belittling your problems, but that means that as long as your worldspace is under 8x8 quads LOD will work just fine? This is both great news (That it works), and horrible news for the bigger projects. :( I hope you guys can find a way around it! I am looking forward to seeing how others do their massive worldspaces.

I understand, it is good news that we can at least make LOD show up now.

An alternative for the big heightmap projects would be to require the player to restart the game with a different WorldSpace.LOD file when he travels outside the current 8x8 zone, to a .lod file that focusses the LOD area on the next area... But that would be extremely inconvenient to do for players.
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Zoe Ratcliffe
 
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Post » Sun Jun 17, 2012 10:43 am

Seriously, nobody make a joke about this, it's friggin' sad :confused: All the work you modders are putting in, you deserve better..

Can't we contact anyone from Bethesda about this?
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Scared humanity
 
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Post » Mon Jun 18, 2012 12:48 am

Can't we contact anyone from Bethesda about this?

I really doubt they would bother to change it. Projects with bigger than 8x8 heightmaps are extremely rare, there are just a handful of them.

My hope is that a programmer modder might be able to implement a solution, although I'm afraid this issue would be low priority for them as well.
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Amelia Pritchard
 
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Post » Mon Jun 18, 2012 2:10 am

I really doubt they would bother to change it. Projects with bigger than 8x8 heightmaps are extremely rare, there are just a handful of them.

My hope is that a programmer modder might be able to implement a solution, although I'm afraid this issue would be low priority for them as well.
This is just a suggestion, and would require dramatic alteration on your part, but perhaps you just border each 8x8 quad with very tall mountains that you cannot see past, and have a loading screen to connect the two 8x8 quad areas together? That would allow you to have your entire land, and a loading screen like once every 8 hours of straight running (because of the pure distance and size). The only issue with that is abrupt straight (relatively, at least) lines of tall mountains wouldn't look good, or fit your land. :/

Also can you explain real fast the renaming of heightmap RAW data? Oblivion exports it as Q1, Q2, Q3 and Q4. What do I need to make it? 0_0 or something?
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Petr Jordy Zugar
 
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Post » Sun Jun 17, 2012 8:15 pm

This is just a suggestion, and would require dramatic alteration on your part, but perhaps you just border each 8x8 quad with very tall mountains that you cannot see past, and have a loading screen to connect the two 8x8 quad areas together? That would allow you to have your entire land, and a loading screen like once every 8 hours of straight running (because of the pure distance and size). The only issue with that is abrupt straight (relatively, at least) lines of tall mountains wouldn't look good, or fit your land. :/

That would butcher Middle Earth beyond recognition really. And 8 quads isn't 8 hours of running, hehe. Perhaps an hour or so.
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electro_fantics
 
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Post » Sun Jun 17, 2012 7:10 pm

A0 FF A0 FF

The first and third values (A0) determine the X and Y starting coordinates of the LOD. Two hexadecimal digits can range from 00 to FF (FF == 255 in decimal numbers). The displayed LOD area seems to be 255 cells in length and width. So if the first and third values are A0 (which is 160 in decimals), LOD will only show up from the coordinates -96,-96 to 160,160. (Btw, these values need to be multiples of 8 or LOD won't show up at all)

These values look like 16-bit signed integers to me, reading FFA0 FFA0, which translates to -96,-96 in decimal. The next 2 bytes are 00 01, which could mean 0100, decimal 256 (width of displayed LOD area). Maybe the engine does allow for a larger LOD area to display, keep experimenting. :)
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Ashley Hill
 
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Post » Mon Jun 18, 2012 2:36 am

These values look like 16-bit signed integers to me, reading FFA0 FFA0, which translates to -96,-96 in decimal. The next 2 bytes are 00 01, which could mean 0100, decimal 256 (width of displayed LOD area). Maybe the engine does allow for a larger LOD area to display, keep experimenting. :smile:

But it says A0FF A0FF, not FFA0 FFA0.

Anyway, the entire line reads like this:

A0FFA0FF000100000400000020000000
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Ysabelle
 
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Post » Sun Jun 17, 2012 4:52 pm

That's reverse byte order, fairly common.

If you examine binary files in a hex editor that can display byte sequences as ints / longs / floats etc., you'll understand what I mean.
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Undisclosed Desires
 
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Post » Sun Jun 17, 2012 4:44 pm

Not to sound too bitter but I feckin said they would do this, somehow I just knew they would make the same muck up as they made with Oblivion. If you recall the first CS had the same limitation and all the large landmass mods ground to a screaming halt. Eventually, in their own sweet time, Bethesda did upgrade the CS and make it so that LOD shows beyond the 8x8 limitation.

All we can hope is to bring it to their attention and pray they take an hour to fix it, clearly it can be made to work. It worked in Oblivion.
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Sabrina Schwarz
 
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Post » Sun Jun 17, 2012 12:14 pm

Shor's balls, you are right!

00 FF 00 FF 00 02 00 Does the trick!

Sorry everyone for giving you a heart attack! Please forgive me, I showed you how to make LOD appear at all didn't I? :biggrin:
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Tiffany Castillo
 
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Post » Sun Jun 17, 2012 8:39 pm

I think we are missing the core of the problem.....the CK needs to be able to generate this file.

But thanks you so much for finding this. :smile:


Now I jsut need to make my LOD not purple
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Philip Lyon
 
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Post » Sun Jun 17, 2012 7:44 pm

Shor's balls, you are right!

00 FF 00 FF 00 02 00 Does the trick!

Sorry everyone for giving you a heart attack! Please forgive me, I showed you how to make LOD appear at all didn't I? :biggrin:
So LOD isn't as limited and you can proceed?! ^-^

Also, can you explain renaming the Heightmap files real fast? The CS gives me Q1-Q4, but I need to make them like 0_0 or something. What exactly do I rename to?
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El Khatiri
 
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Post » Sun Jun 17, 2012 10:05 pm

Shor's balls, you are right!

00 FF 00 FF 00 02 00 Does the trick!

Sorry everyone for giving you a heart attack! Please forgive me, I showed you how to make LOD appear at all didn't I? :biggrin:

Please upload a video as soon as possible! Can't wait!
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Rob
 
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Post » Sun Jun 17, 2012 5:27 pm

So LOD isn't as limited and you can proceed?! ^-^

Also, can you explain renaming the Heightmap files real fast? The CS gives me Q1-Q4, but I need to make them like 0_0 or something. What exactly do I rename to?

It's limited to 16x16 I think, same as in Oblivion. Should be enough for everyone.

Rename them to X_Y.raw files, a 0_0.raw file means it is the quad with the lower left coordinate being 0,0. So the quad to the east of of 0_0.raw will be named 1_0.raw, the quad to the west of 0_0.raw is -1,0.raw etc. Place them in Data/HeightField and they will show up in the Heightmap Editor.
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Laura Ellaby
 
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Post » Mon Jun 18, 2012 2:55 am

You beauty! I was just about to send the lads round to Bethesdas house and have a word in their shell-like. Anyway one day at work and you lot sort it. 16x16 is plenty for everyone. Would you please, please do a simple baby language talk through of exactly how I can replicate what you did from my RAW map?
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Steve Fallon
 
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Post » Sun Jun 17, 2012 11:53 am

It's limited to 16x16 I think, same as in Oblivion. Should be enough for everyone.

Rename them to X_Y.raw files, a 0_0.raw file means it is the quad with the lower left coordinate being 0,0. So the quad to the east of of 0_0.raw will be named 1_0.raw, the quad to the west of 0_0.raw is -1,0.raw etc. Place them in Data/HeightField and they will show up in the Heightmap Editor.
Okay this just got weird. :F So each RAW file is one quad? And a quad is 32x32 cells? I ask because I made a random island in the CS (just random bumps everywhere) and exported, and got 4 files. I then imported them and renamed them 0_0, 0_1, 1_0, and 1_1 and only got some land in the top right. I tried getting rid of 0_0 and renaming 0_1 to 0_0, and I get some weirdness but only some stuff in the top right square.

I think I'm just being really stupid and forgetting how all of this works... Also, I renamed assuming Q1 was top left, and it went in a circle clockwise, as I believe that's what I figured from yesterday.
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FITTAS
 
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Post » Sun Jun 17, 2012 1:41 pm

Well I reckon you two are the nations heroes today. I am trying to catch up with everything and managed to get oscape working. It was vista. I am working through getting my Skyrim dedicated rig to run up to speed, windows 7. Oscape works fine with it.
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FirDaus LOVe farhana
 
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Post » Sun Jun 17, 2012 10:20 pm

It's pretty easy, after LOD generation is finished (or before, it doesn't matter) you do this:

1. Open 'Skyrim - Meshes.BSA' in any BSA supporting application.
2. Extract the file 'lodsettings\tamriel.lod' to 'Skyrim\Data\lodsettings\'
3. Rename 'tamriel.lod' to your worldspace editorID, in your case 'mesago.lod'.
4. Open 'mesoga.lod' in a hex-editor (google it if you don't have one, most of them are free).
5. You'll see a set of numbers, like this: A0FFA0FF000100000400000020000000
6. Change the numbers to this: 00FF00FF000200000400000020000000
7. Save the file.

Then LOD should show up.

00FF (or rather FF00, you gotta read it in reverse) means -255, so the first two values determine the starting cell coordinates of the LOD -255, -255. Then comes the 000200, which means 512, it determines how far LOD will go. So this way the LOD will reach from cells -255,-255 to 255,255, which is 16x16 quads.

Anyway, I hope I got those hex numbers right. As the world witnessed in this thread, I'm a noob at hex-editing.
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marie breen
 
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Post » Mon Jun 18, 2012 12:20 am

Okay this just got weird. :F So each RAW file is one quad? And a quad is 32x32 cells? I ask because I made a random island in the CS (just random bumps everywhere) and exported, and got 4 files. I then imported them and renamed them 0_0, 0_1, 1_0, and 1_1 and only got some land in the top right. I tried getting rid of 0_0 and renaming 0_1 to 0_0, and I get some weirdness but only some stuff in the top right square.

I think I'm just being really stupid and forgetting how all of this works... Also, I renamed assuming Q1 was top left, and it went in a circle clockwise, as I believe that's what I figured from yesterday.

Yes, each RAW file represents one quad of 32x32 cells. However!

It would appear the CK likes having 4 quads minimum (that how many you see in the heightmap window) so I photoshopped my single quad (cause thats all I need) added some empty stuff around it. This mean it 'fills' the heightmap screen, but Im only going ot use the middle bit. Plus it has the added bonus of having 'blocked' distant land so your owrld doesnt just end

Then of course I used the erode tool to smooth out my map....since the pictures from photoshop aren't high enough quality for smooth changes
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LijLuva
 
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Post » Sun Jun 17, 2012 11:33 pm

Then of course I used the erode tool to smooth out my map....since the pictures from photoshop aren't high enough quality for smooth changes
The erode tool in the CK? If so, how did you save then, because I still get crashes when I try to. If I can save in the editor, I can make my map right in the CK, instead of importing from the CS. :F

Sorry for being such a noob. 3 years modding and I've never had to handle a large worldspace. :P
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dell
 
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Post » Sun Jun 17, 2012 8:10 pm

16 people are watching this thread now, lord knows how many have shown interest throughout. Today was a good day.
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Darlene Delk
 
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Post » Sun Jun 17, 2012 5:12 pm

The erode tool in the CK? If so, how did you save then, because I still get crashes when I try to. If I can save in the editor, I can make my map right in the CK, instead of importing from the CS. :F

Sorry for being such a noob. 3 years modding and I've never had to handle a large worldspace. :tongue:


I just click the save button.....it doesnt crash on me.

It may have to do with my computer, it has an i7 2600k with 8 gigs of RAM.
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Nana Samboy
 
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Post » Sun Jun 17, 2012 12:50 pm

I just click the save button.....it doesnt crash on me.

It may have to do with my computer, it has an i7 2600k with 8 gigs of RAM.
Laaaaaame! :P Well I only have a Duo-2.7ghz and 6gigs RAM, but it shouldn't crash instantly because of that... I really need to use that built in editor, lol...

I'm reinstalling the CK now to see if that fixes it... Any other little features or anything you did that you think would affect this?
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Tina Tupou
 
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