HeightMap editing and world editing

Post » Mon Jun 18, 2012 12:15 am

Crashed at 93.8%, same as last night... AARGH
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Rozlyn Robinson
 
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Post » Sun Jun 17, 2012 11:24 am

Marvellous. I am now at 6.3 percent and waiting with bated breath. There must be a reason or alternative, fingers crossed.
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Da Missz
 
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Post » Sun Jun 17, 2012 1:43 pm

I think i'll just crack on manually :swear:
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Danii Brown
 
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Post » Sun Jun 17, 2012 11:02 am

Hello, is anyone able to tell me which version of Tesannwyn are we using and where to get it? lightwave site only has the 2009 update.
Another question, has anyone tried Geocontrol 1 or 2 for the heightmap creation? and if so do the Obliivon presets for water level still aplly?
Cheers
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Charlotte Buckley
 
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Post » Mon Jun 18, 2012 2:41 am

Hello, is anyone able to tell me which version of Tesannwyn are we using and where to get it? lightwave site only has the 2009 update.
Another question, has anyone tried Geocontrol 1 or 2 for the heightmap creation? and if so do the Obliivon presets for water level still aplly?
Cheers

http://www.gamesas.com/topic/1343787-master-files-esms/page__view__findpost__p__20261055

I don't like Geocontrol, at all. Water still defaults at the same height for new worldspaces, in Tamriel it lies at -14000 units.
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helen buchan
 
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Post » Sun Jun 17, 2012 1:12 pm

http://www.gamesas.com/topic/1343787-master-files-esms/page__view__findpost__p__20261055

I don't like Geocontrol, at all. Water still defaults at the same height for new worldspaces, in Tamriel it lies at -14000 units.

Thanks for your reply, I've got Lightwave latest now, as for Geocontrol there was a preset that fixed the water levels, I've done a few landmasses for Oblivion, some large ones too with it, so I guess i got fond of it, should try the one you recommend.
Cheers
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Roy Harris
 
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Post » Sun Jun 17, 2012 11:53 pm

Well so far its at 17.6 and taking its sweet time, its creating the files ok, but we'll just have to see how it gets on as it reaches the 90's. There must be a workaround Maegfaer, we had 3rd party tools for Oblivion, owing to the daft CS. Any idea if any of the 3rd party tools will be developed for Skyrim, such as TES4QLOD and so forth? Porting the heightmap LOD into the game appears to be a sticking point at present. I wonder if the CK has a limit of LOD at a certain distance.
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Rodney C
 
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Post » Sun Jun 17, 2012 7:15 pm

I found a bug in my MiddleEarth.esm file, and it was my own fault. It might have been the cause for the crash, I'm not sure.

An alternative already exists: http://www.gamesas.com/topic/1320917-wip-preview-oscape-landscape-lod-generator/

Last time I tried I couldn't get the textures working, but I spoke to the author today and he explained that the BTR files are simply NIF files with a different file extension. Turns out I could have fixed the textures back then by opening the BTR files in NifSkope to check if their texture paths are correct.
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CYCO JO-NATE
 
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Post » Mon Jun 18, 2012 1:04 am

I'll cross my fingers for you mate. I would love to see M.E in Skyrim (after my own world of course.. ;) ) .

Does the alternative allow for heightmap creation or is it just for textures at this moment in time?
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Thema
 
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Post » Sun Jun 17, 2012 3:41 pm

My experience has so far being utterly frustrating, crash crash crash crash all the time, it appears the heightmap editing via the CK is broken beyond repair, regenerating view breaks like mad so I guess importing RAW maps or using Tesannyn will have to be the way.
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Trent Theriot
 
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Post » Sun Jun 17, 2012 4:27 pm

My experience has so far being utterly frustrating, crash crash crash crash all the time, it appears the heightmap editing via the CK is broken beyond repair, regenerating view breaks like mad so I guess importing RAW maps or using Tesannyn will have to be the way.
Importing raw maps makes it crash. So, looks like 3rd party programs are what we have to rely on... Yaaay! -_-
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Charlie Ramsden
 
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Post » Mon Jun 18, 2012 1:54 am

Hi again every one,

Another problem, CK have generated my LOD btr files, but it has started with lvl4 and don't want to make smaller... I don't know if it's that but once in game, absolutly no lod appears... I have generated the texture too but can't find them in folder... Somewone know if i missed something?
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Pawel Platek
 
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Post » Sun Jun 17, 2012 12:36 pm

I also seem to recive the import RAW CTD.

This is not a good start to the kit's release at all.
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Jack Walker
 
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Post » Sun Jun 17, 2012 5:54 pm

I just cant help shaking my head at this. Its three months ago I posted "please make heightmap editing possible or at least no worse than the CS" on this forum in the hope that Bethesda would take just an ounce of notice. They clearly couldnt have given a toss and that the tools are broken beyond the CS level just shows to me how little they give a monkeys. It truly is astounding beyond belief that they delayed the whole thing for nigh on three months, three months!!!! now dont for one minute tell me that it took three months to get the CK working as they were initially aiming for it to be released with the game.

Three months! I wonder if they listened to anything the beta testers told them. Could any beta testers please report if they messed with;

the heightmap
LOD
region generating

Three of the biggest issues that are absolutely crucial to making any exterior worldspace, from totally new ones to extending the borders of Skyrim into other regions of Tamriel etc. My suspicion is that they intentionally hampered this to prevent any form of competition for the next in the TES series. Sadly this will be my last purchase unless there is a workaround. Infact I will go beyond that and say I wasted my money on this purchase if there is no workaround.

I can honestly say that so far I am bloody livid!!!

Perhaps one of the developers could pop in and explain just what the .......... they were thinking.
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Myles
 
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Post » Sun Jun 17, 2012 10:00 pm

Hi again every one,

Another problem, CK have generated my LOD btr files, but it has started with lvl4 and don't want to make smaller... I don't know if it's that but once in game, absolutly no lod appears... I have generated the texture too but can't find them in folder... Somewone know if i missed something?

I wouldn't know about about the generating starting at level 4, but if your LOD doesn't show up try setting your worldspace to use Tamriel as a parent without inheriting any of the terrain/lod data.
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ANaIs GRelot
 
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Post » Sun Jun 17, 2012 7:13 pm

I just cant help shaking my head at this. Its three months ago I posted "please make heightmap editing possible or at least no worse than the CS" on this forum in the hope that Bethesda would take just an ounce of notice. They clearly couldnt have given a toss and that the tools are broken beyond the CS level just shows to me how little they give a monkeys. It truly is astounding beyond belief that they delayed the whole thing for nigh on three months, three months!!!! now dont for one minute tell me that it took three months to get the CK working as they were initially aiming for it to be released with the game.

Three months! I wonder if they listened to anything the beta testers told them. Could any beta testers please report if they messed with;

the heightmap
LOD
region generating

Three of the biggest issues that are absolutely crucial to making any exterior worldspace, from totally new ones to extending the borders of Skyrim into other regions of Tamriel etc. My suspicion is that they intentionally hampered this to prevent any form of competition for the next in the TES series. Sadly this will be my last purchase unless there is a workaround. Infact I will go beyond that and say I wasted my money on this purchase if there is no workaround.

I can honestly say that so far I am bloody livid!!!

Perhaps one of the developers could pop in and explain just what the .......... they were thinking.
In fairness what we're trying to do is a bit beyond the normal "house in balmora" stuff, this is complicated enough to leave a few modders to fiddle around with it, so don't expect the beta tester to get a deep involvement with it, many probably concentrated only in going ahead with their projects before hand as we are seeing for today’s releases. nothing wrong with that, they weren't paid for the job, most likely.
leave it to the community, I say, with Oblivion the frustration was the same when parts of the CS were broken. Later on all kind of tools/utilities were created to overcome these problems, but I say that for now any attempt to create landmasses will face serious obstacles.
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Kerri Lee
 
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Post » Sun Jun 17, 2012 3:56 pm

I agree in some respects, but the main issue here is that fundamental tools that are available in the CK and which are a pre-requisite for any worldspace making are bugged or not working full stop. The very least we could have and should have expected was to be able to do all that we could with the CS and then a bit more. What we have got is non functionality with stuff we could do with the CS (in some cases) and stuff that in some cases is good and nice, and in others a complete waste of time.

As for beta testing, there is no way that beta testers can possibly be blamed for anything, that they did it at all is credit to them, but the question must then be asked, why did Bethesda not find from the community a few modders who worked on landmasses and ask them to beta test functionality regarding what is important to some segments of the modding community.
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Ilona Neumann
 
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Post » Sun Jun 17, 2012 1:21 pm

I agree in some respects, but the main issue here is that fundamental tools that are available in the CK and which are a pre-requisite for any worldspace making are bugged or not working full stop. The very least we could have and should have expected was to be able to do all that we could with the CS and then a bit more. What we have got is non functionality with stuff we could do with the CS (in some cases) and stuff that in some cases is good and nice, and in others a complete waste of time.

As for beta testing, there is no way that beta testers can possibly be blamed for anything, that they did it at all is credit to them, but the question must then be asked, why did Bethesda not find from the community a few modders who worked on landmasses and ask them to beta test functionality regarding what is important to some segments of the modding community.

Cheer up!
Assuming the latest TESAnnwyn version works fine, you can create a brand new esp from scratch with a full landmass that can be as much as 4 times bigger than the restraining 1024x1024, hey, you've made Mesogea!!!
So you can eliminate the use of the heightmap editor for this.
There are a few good programs that can do good RAW Maps, I know about GeoControl but there are others like World Machine and the one mentioned by the MERP team leader.
Oscape (AFAIK ) can create good lods for Oblivion and Skyrim.
So there is a workaround.
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Emerald Dreams
 
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Post » Sun Jun 17, 2012 5:37 pm

Well so far:

Heightmap editor can be replaced by L3DT which I have used to create the heightmap.
Heightmap import can be worked around by TESAnnwyn for Skyrim.
LOD is currently running and I have 30 percent generated. Its slow and cumbersome, but fingers crossed that it produces working LOD.
Region editor, I cant currently test owing to the LOD generation.

The region editor may well be the deal breaker as any fairly large worldspace cant possibly be hand placed, even with a team of dozens it would take years to generate by hand any landscape half the size of MERP or Mesogea or any of the Tamriel extended landscapes.
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Ryan Lutz
 
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Post » Sun Jun 17, 2012 3:30 pm

The region editor may well be the deal breaker as any fairly large worldspace cant possibly be hand placed, even with a team of dozens it would take years to generate by hand any landscape half the size of MERP or Mesogea or any of the Tamriel extended landscapes.

The object window is blank, meaning that they haven't used it for landcape filling, at least with this version of the CK, this either is broken or needs testing with a few textures and statics, we have a winner here once there's no more SpeedTree conditioning, so any tree can be a normal static object, we'll need to wait until someone actually tries it out, it, but I do agree with you, no region editing, no big landmasses.
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Alexandra Louise Taylor
 
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Post » Sun Jun 17, 2012 10:18 am

I consider the CK LOD generating officially broken, no matter what I do, at level 4 it slows down to 85 seconds per chunk, and it has to do 12514 level 4 chunks for my worldspace. That translates to generating level 4 for 12 days. I have no idea how slow level 8, 16 and 32 are, but if it is comparable it will take at least a full month of 24/7 generating to get the LOD.

Oscape it is for me.
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Thomas LEON
 
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Post » Sun Jun 17, 2012 9:11 pm

has anyone else tried out the region editor? I am a bit stuck tonight as I have the LOD developing and its only 30 percent done since this afternoon. It going to take most of the night by the look of things (if it doesnt crash that is!)


LOD editor, I havent tried Oscape yet, I hope it isnt difficult. No I remember I have tried it and couldnt work it out.
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Danel
 
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Post » Sun Jun 17, 2012 3:42 pm

Just keeps on getting better and better. If this carries on too far then it will be Skyrim=dustbin and the last Bethesda purchase for me. A shame as its been brilliant right up to Oblivion. The time had to come I suppose.

I am going to cancel the LOD and try the region generator. If that doesnt work, Oscape will be a waste of effort.
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Crystal Clear
 
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Post » Sun Jun 17, 2012 1:44 pm

Okay, be sure to let us know. MERP's most experienced region generator developer is going to try the region generator this evening as well.
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Janeth Valenzuela Castelo
 
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Post » Sun Jun 17, 2012 8:20 pm

Region editor so far:

Load up CK, load up Skyrim and mesogea.esm's

Create new region, fairly central and place region as a box of about 3x4 cells : works
Drag trees into region editor: works
Adjust quantity etc: works
View region in render window: works
Resize render window: window resizes but view stays small (crap)
Resize window: nothing shows up.
Reselect region: CS stops working and crashes.

So far, not good.
Generate: will not generate owing to height limitations.
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Amy Siebenhaar
 
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