HeightMap editing and world editing

Post » Sun Jun 17, 2012 12:14 pm

Shouldn't these things have been tested in the beta? I mean the CK is supposed to be able to handle this stuff, right?
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stevie trent
 
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Post » Sun Jun 17, 2012 3:32 pm

I had the resizing render window crash as well, several times. It's not related to region generating. Resize your render window before you load a cell in it.
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Matthew Warren
 
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Post » Sun Jun 17, 2012 10:47 pm

Yes it should have been, yes it should be able to.

Region editing update:

Create new region: works
Resize the render window before doing any editing!
Place region (roughly done, about 12 cells)
drag across an aspen tree and change frequency, height etc: works
run editor: places the trees.

So far, better. I would say that at this stage the region editor seems to have retained functionality on a par with the CS. I havent tried large creations and textures just yet, I feel like my heart is in my mouth whenever I press anything in the CK.

@Maegfaer, have you tried oscape yet? I may need a talk through with it, I struggled last time. which version are you using?
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Vincent Joe
 
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Post » Sun Jun 17, 2012 7:58 pm

Sure, I'll make a quick tutorial once I confirmed everything works. I got stuck with some bugs until just now, the Skyrim-Oscape version is still only a beta. Turns out your heightmap has to be square and centred on the heightfield grid, but Mesoga worldspace already is like that, so for you that's no problem. I asked Ethatron to fix it.
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Soph
 
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Post » Sun Jun 17, 2012 10:51 pm

That would be a great help. I have just downloaded the beta2 and will stick it in a folder and try it.
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Harry-James Payne
 
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Post » Sun Jun 17, 2012 9:35 pm

Doesn't matter where you place it. Make sure you grab the version from skyrim.nexusmods.com, the one in the OP of the Oscape thread here on the forums is an older version, Ethatron apparently forgot to update it.
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danni Marchant
 
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Post » Sun Jun 17, 2012 1:30 pm

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.
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.

I tried quickly before school and sucessfully generated random tree's in a random area of Skyrim. I didn't actually look at them, as I had to go, and I hadn't tried in my own worldspace. But it appeas it may work. I'm going to test it more thoroughly now.
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Susan Elizabeth
 
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Post » Sun Jun 17, 2012 4:26 pm

Fingers crossed for you.
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Sarah Bishop
 
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Post » Sun Jun 17, 2012 5:12 pm

Ok, Oscape downloaded and up and running. I have selected Skyrim but it only seems to recognise the Tamriel worldspace. Help.
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Sophie Payne
 
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Post » Sun Jun 17, 2012 4:37 pm

Make sure Mesoga.esm is ticked in your mod list before you start Oscape. Then click the Fill button in the first tab, and see if Mesoga shows up in the list. If it does, select it and try clicking Extract. If that gives an error, restart Oscape, click Fill again, choose Mesoga in the list again and click Extract. I always need to do this twice for some reason. Also, only worldspaces in ESM files show up in the list.
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Gisela Amaya
 
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Post » Sun Jun 17, 2012 2:26 pm

I'm currently running Oscape on a 128x128 cell (4096x4096) worldspace. It's been running for about 8 minutes and halfway through. I used Geocontrol to make the heightmap ( using the Oblivion presets) and Tesannwyn to create the esp. So far i haven't loaded this plugin into the CK. I'll report back once this is done.

~ DE
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Amie Mccubbing
 
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Post » Sun Jun 17, 2012 1:36 pm

I hope Bethesda at least fixes the import option in the heightmap editor. I can deal with using the CS, exporting, copying the 4 files, then importing to see my changes. But having to use like 3 other programs and doing a large list of things every time... Nope.

Please keep us updated on your progress. I'm moving on to practicing with a very small worldspace to learn the new level design stuff...
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Clea Jamerson
 
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Post » Sun Jun 17, 2012 11:06 am

I can't get LOD to show up for a custom worldspace. The files by Oscape are fine, they work for vanilla worldspaces. Not for custom worldspaces, and I have no idea yet why not.
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Lisha Boo
 
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Post » Sun Jun 17, 2012 3:57 pm

I can't get LOD to show up for a custom worldspace. The files by Oscape are fine, they work for vanilla worldspaces. Not for custom worldspaces, and I have no idea yet why not.

As i posted earlier, same problem with Mesh comming from CK, problem is not the mesh, also water, even the borderless in wich world "float" don't render lod, for me.
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Lucie H
 
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Post » Mon Jun 18, 2012 2:19 am

I anolysed the worldspace data in FNVedit as well, I really can't find anything that works. It's almost as if only worldspaces inside Skyrim.esm can show distant LOD? There doesn't seem to be any setting anywhere which controls this, and since the LOD files aren't named after the decimal conversion of the formID of the worldspace like it was in Oblivion, if the editorID matches the naming of LOD files it should simply work.
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Katy Hogben
 
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Post » Sun Jun 17, 2012 2:17 pm

I don't understand why this needs to be so difficult. Other editors like the map editor for FarCry2 let you modify the heightmaps on the fly in real time, with a bunch of different tools.
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REVLUTIN
 
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Post » Sun Jun 17, 2012 7:25 pm

Well so far, a brick wall.
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Bek Rideout
 
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Post » Mon Jun 18, 2012 12:01 am

The region generator seems to work fine - its just the same as the one from the CS, but thats enough for me. And the improved render window makes setting up a region much easier. This is a first try for the Westfold in Rohan with custom textures (no LOD). I will try shrubs, trees and the like tomorrow.

http://i.imgur.com/rZhoG.jpg
http://i.imgur.com/9YYzQ.jpg
http://i.imgur.com/Rox8W.jpg
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Sarah Bishop
 
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Post » Sun Jun 17, 2012 1:47 pm

The region generator seems to work fine - its just the same as the one from the CS, but thats enough for me. And the improved render window makes setting up a region much easier. This is a first try for the Westfold in Rohan with custom textures (no LOD). I will try shrubs, trees and the like tomorrow.

http://i.imgur.com/rZhoG.jpg
http://i.imgur.com/9YYzQ.jpg
http://i.imgur.com/Rox8W.jpg
Wow that actually looks really good. I'm glad it tips the little rocks to match the ground facing. :tongue: Did you do the crazy complicated thing with TESAnnwyn to get your LOD into the game?

Also, how can you see so far without LOD? In my experience, the map clips off about a cell away ingame rendering absolutely nothing outside of that.
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Sammi Jones
 
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Post » Sun Jun 17, 2012 1:02 pm

The region generator seems to work fine - its just the same as the one from the CS, but thats enough for me. And the improved render window makes setting up a region much easier. This is a first try for the Westfold in Rohan with custom textures (no LOD). I will try shrubs, trees and the like tomorrow.

Great to see that some of you can still get some work done, despite this LOD issue. I pray that someone will have solved it soon, makes me nervous reading all this!
Pics are looking good BTW :)
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Donatus Uwasomba
 
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Post » Sun Jun 17, 2012 4:52 pm

Thats great, at least the region editor works, so as long as we can do heightmaps with external programs and LOD we are ok.
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le GraiN
 
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Post » Sun Jun 17, 2012 5:35 pm

Thats great, at least the region editor works, so as long as we can do heightmaps with external programs and LOD we are ok.
And we do have a way (TESAnnwyn) of getting the Heightmaps in, albeit long and inconvenient... So we just need to get SOME method of good LOD generation going... I'm currently designing my land in the Oblivion CS... :P
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Gwen
 
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Post » Sun Jun 17, 2012 8:52 pm

Those little rocks are actually handled as grass in the CK - quite a clever solution by Bethesda.

Maegfaer imported our Middle Earth heightmap into Skyrim with TESAnnwyn, but we have no LOD so far and I didn't touch the ini - this must be the custom view distance for me?!
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Quick draw II
 
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Post » Sun Jun 17, 2012 1:10 pm

Those little rocks are actually handled as grass in the CK - quite a clever solution by Bethesda.

Maegfaer imported our Middle Earth heightmap into Skyrim with TESAnnwyn, but we have no LOD so far and I didn't touch the ini - this must be the custom view distance for me?!
Hmm, alright. I'll have to have him help me get my heightmap into Skyrim when I'm ready, because I'm still clueless. :P
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Trista Jim
 
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Post » Sun Jun 17, 2012 6:31 pm

So we just need to get SOME method of good LOD generation going...

Oscape generates it just fine, the problem is to make the engine display it ingame or in the CK.

No success so far. I'm trying to copy file header of the Tamriel worldspace with TesSnip/FNVedit now...
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Floor Punch
 
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