HeightMap editing and world editing

Post » Sun Jun 17, 2012 6:08 pm

Hello every one, first post here.

First thanks bethesda for releasing the ck in time, i've have tried modding since morrowind but never realeased a mod since i'm not very good at this, but, never the less, i keep trying, so back in oblivion i have tried many time to generate new worldspace, i've comme close to get it up and running but using external tool like tes4geko etc... Now i try to make a small island since my ultimate goal would be to make a Robinson Crusoe like convertion, no quest or anything, just survival... So to get to the point here are the things that i've done so far :

-create new worldspace in World spaces window.
-go to cell 0,0 of my new world space so it can generate a few cell.
-go to heigmap editor create a small piece of my island.
-save the heighmap --> crash.

the CS crash after it has generated all cells i think since i can see the number of cells grow in the cell view... In case this help... I have a pop up windows that say file in use with name of my esp.
Finaly my questions are :

-is there a step that i have miss that made cs work in old times...
-if somewone could try the same thing to see if it crash
-is there a way to make heightmap other than in editor and in cs viewer?


Hoping for reply

Psy...
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Harry Hearing
 
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Post » Sun Jun 17, 2012 3:59 pm

I'm running into a problem with Saving any changes to a heightmap for an entirely new worldspace. When I go to save, it tells me that my esp file is being used and then puts up a "waiting" counter.


Exact text:
"File in use"

"c:\program files\steam\steamapps\common\skyrim\data\test.esp"

"05 waiting"

Cancel button.


Hitting the Cancel button allows the saving bar to progress 1/5 before the message reappears. Wash and repeat about 4 times before the Creation Kit finally gives up and crashes.


I've had no problems like this previously with the Construction Set. Wondering if anyone else has tried fiddling with a heightmap and run into this problem?




Was about to post this myself but I'll just put it in here.
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Amy Gibson
 
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Post » Sun Jun 17, 2012 11:49 pm

Well my heightmap editor shows a really good land mass, except when I view it in the camera view it clearly has massive (and I mean massive) error cliffs across it all. Quite pathetic really.

What a mess.
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Kortknee Bell
 
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Post » Sun Jun 17, 2012 7:06 pm

Same, I made a thread asking about it here: http://www.gamesas.com/topic/1343481-how-do-i-save-heightmap-data/
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Syaza Ramali
 
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Post » Sun Jun 17, 2012 4:24 pm

Because this forum is *highly restrictive* I can't post a simple link (and it's taking every ounce of restraint to not curse) to the wiki where if you search heightmaps, there is a page about it and it turns out the feature is no longer supported. Bethesda created their heightmaps in Photoshop and just used the CK heightmap editor to import them.
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Esther Fernandez
 
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Post » Sun Jun 17, 2012 11:38 am

I love the hight map editing in oblivion but same thing would happen if I kept running the the erosion too many times it seems to stuff up and tears in the landmass 3 times max otherwise wont save and crash also not loading any other files helps it (just open set and start mod without loading skyrim files). And if you go back into hightmap to do LOD dont save in there you will get teers or lose whole grids and have to smothe out with landscape in render window. Its tricky but rewording when you figger it out.
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Travis
 
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Post » Sun Jun 17, 2012 8:57 pm

Because this forum is *highly restrictive* I can't post a simple link (and it's taking every ounce of restraint to not curse) to the wiki where if you search heightmaps, there is a page about it and it turns out the feature is no longer supported. Bethesda created their heightmaps in Photoshop and just used the CK heightmap editor to import them.

Thank you :), will try that now :)
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Lindsay Dunn
 
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Post » Mon Jun 18, 2012 1:39 am

Because this forum is *highly restrictive* I can't post a simple link (and it's taking every ounce of restraint to not curse) to the wiki where if you search heightmaps, there is a page about it and it turns out the feature is no longer supported. Bethesda created their heightmaps in Photoshop and just used the CK heightmap editor to import them.
.....

It better be supported. I don't have time to learn another program to make my height maps. I planned entirely on doing it in the CK... -_-

http://www.creationkit.com/Heightmap_Editing

[censored].
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Dalton Greynolds
 
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Post » Sun Jun 17, 2012 8:35 pm

Well, after ours of trying, i can't find a way to import heigtmap... for those who are willing to try i put the steps i've done so they don't bother to try the same things :

-create a 16bit greyscale raw in 1024*1024px in photoshop then import it in the heightmap editor : crash
-do the same with gimp : crash (not a surprise since gimp only exporte to 8bits)--( also i don't know how the color profile and the date are stored in both program)
-make an esp with tesannwyn from the same RAW file, even if i use the skyrim exported ones : CK doesn't recognize file in esp and the worldspace doesn't appear
-tried to make the esp with oblivion construction set then add it in en esp created by the CK with tessnip : the CK load until 46% and crash...

i think that the last option is still the better for now... But i wonder, does bedestha really used this tool to make theires games... How did they manage to even create the map??? Have they nasa CUDA powered supercomputeur ...


So if somewone has a solution... of course i can do all the worldspace within render window but it will take years and the result will not be coherent.... I'm sad...








Well... I made IT !!!

Simple enough...

Here are the steps :

-make a 1024*1024 RAW 16Bits image with photoshop (1024*1024 is for a quad so supposedly 4096*4096 should be the max)
-with TESAnnwyn (which you can find on google) importe it using TESAnnwyn -i 4 -w MyWorld -s 0.25 MYFILE.raw command (-s is a scale factor depand on contrast of you image, i used 0.4 but for know can't see the result since steam is still downloading textures pack)
-with the CK create an empty worldspaces with the same name as specified with the -w command
-withe TESVSnip (which you can find on nexus) add the esp made with Annwyn and the esp made with CK
-Under WRLD in the annwyn esp you should find a GRUP item, copy them to your esp made with CK
-SAVE
-open CK, active your esp, DONE, ENJOY !
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Tiffany Castillo
 
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Post » Sun Jun 17, 2012 11:30 pm

tested in game, works fine
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Adrian Morales
 
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Post » Mon Jun 18, 2012 2:53 am

TESAnnwyn also has a version that supports Skyrim plugins, search for it on the forums. I visited my worldspace in Skyrim months ago, but couldn't get LOD working without the CK.
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krystal sowten
 
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Post » Sun Jun 17, 2012 2:47 pm

Oh... :) simplier, couldn't find it on the official site...
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Laura Elizabeth
 
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Post » Sun Jun 17, 2012 10:40 pm

Well... I made IT !!!

Simple enough...

Here are the steps :

-make a 1024*1024 RAW 16Bits image with photoshop (1024*1024 is for a quad so supposedly 4096*4096 should be the max)
-with TESAnnwyn (which you can find on google) importe it using TESAnnwyn -i 4 -w MyWorld -s 0.25 MYFILE.raw command (-s is a scale factor depand on contrast of you image, i used 0.4 but for know can't see the result since steam is still downloading textures pack)
-with the CK create an empty worldspaces with the same name as specified with the -w command
-withe TESVSnip (which you can find on nexus) add the esp made with Annwyn and the esp made with CK
-Under WRLD in the annwyn esp you should find a GRUP item, copy them to your esp made with CK
-SAVE
-open CK, active your esp, DONE, ENJOY !
TESAnnwyn also has a version that supports Skyrim plugins, search for it on the forums. I visited my worldspace in Skyrim months ago, but couldn't get LOD working without the CK.


Okay I'm confused by this... Can one of you elaborate the steps that would be needed if I got a version of TESAnnwyn that supported Skyrim?

I'm still going to have to learn a new heightmapping program... but I guess I have no choice.
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Lew.p
 
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Post » Sun Jun 17, 2012 1:41 pm

So, if you get the good version of TESAnnwyn you should :

-Use photoshop to make a 1024*1024px RAW file, you save it with 1 layer, no header and in IBM encoding. (file could be larger but must be power of 2)

-With tesAnnwyn you create an esp (all command line option should be on the readme, for 0.21 that i used the readme was greatly made)

-you directly open your esp with the CK

-then you must generate LOD in the Heightmap editor, don't save or anything, just generate lod.

-Once in game type in console "cow yourworldspace xCell, yCell"
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Tyrone Haywood
 
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Post » Sun Jun 17, 2012 6:10 pm

So, if you get the good version of TESAnnwyn you should :

-Use photoshop to make a 1024*1024px RAW file, you save it with 1 layer, no header and in IBM encoding. (file could be larger but must be power of 2)

-With tesAnnwyn you create an esp (all command line option should be on the readme, for 0.21 that i used the readme was greatly made)

-you directly open your esp with the CK

-then you must generate LOD in the Heightmap editor, don't save or anything, just generate lod.

-Once in game type in console "cow yourworldspace xCell, yCell"

so basically your saying us poor people with out photoshop (who dont want to down load it illigally) are left out in the cold when it comes to making world spaces?
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Harry Hearing
 
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Post » Sun Jun 17, 2012 4:13 pm

so basically your saying us poor people with out photoshop (who dont want to down load it illigally) are left out in the cold when it comes to making world spaces?
Yeah I would love to have Beth take a few minutes and fix the heightmap editor built in... They don't have to add anything, improve or alter whatsoever. I understand that they don't support it, but at least making sure it worked would be awesome...
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Monika Fiolek
 
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Post » Sun Jun 17, 2012 8:15 pm

The Tesannwyn method seems to work fine. Actually, I recall doing the Sands of Destiny worldspace this way too.

On a lighter note, I think Bethesda must've used this method too after they got so frustrated with their own tools lol.

~DE
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Emerald Dreams
 
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Post » Sun Jun 17, 2012 7:23 pm

Yeah I would love to have Beth take a few minutes and fix the heightmap editor built in... They don't have to add anything, improve or alter whatsoever. I understand that they don't support it, but at least making sure it worked would be awesome...

well ive tried thrid party programs but i just click import in the heightmap editor and it crashes, i am very disappoint .... why bethesda i thought you were cool :(
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SWagg KId
 
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Post » Sun Jun 17, 2012 6:36 pm

so basically your saying us poor people with out photoshop (who dont want to down load it illigally) are left out in the cold when it comes to making world spaces?

That's a good question. Anyone know if GIMP can be used instead of photoshop?
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Chad Holloway
 
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Post » Sun Jun 17, 2012 3:07 pm

so basically your saying us poor people with out photoshop (who dont want to down load it illigally) are left out in the cold when it comes to making world spaces?

Well you can make 8bits greyscale with other soft such as gimp or paintShop i think, but don't know for 16bits, annywn can convert bmp too but it will make aliasing in a larger scale on your heightmap... For photoshop you can use the 30 days trial. And ther are also som heightmap maker out than can make raw greyscale... cheaper than photoshop...

It's indeed sad that no good free program can make a true 32 bits RAW, (at least that i'm aware of...)
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Becky Cox
 
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Post » Sun Jun 17, 2012 11:58 pm

The HeightMap Editor is almost completely depreciated and not supported for anything beyond import/export and has not been use for anything more then that by Bethesda for years (several games now) it was confirmed in the Beta Group that it will not be getting updated in any way as its a waste of Bethesda Resources to update a it when they themselves do not use it....

Get a 3rd party app to generate Height Maps with then just import them.
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Sierra Ritsuka
 
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Post » Sun Jun 17, 2012 12:08 pm

It's indeed sad that no good free program can make a true 32 bits RAW, (at least that i'm aware of...)
It's indeed sad that they broke their own software at some point and it was perfectly good for plenty of us. I practiced making my land in the Oblivion CS, I'd be perfectly fine using that exact same tool in the CK. No updates or fixes or anything needed, it just needs to WORK...

Get a 3rd party app to generate Height Maps with then just import them.
The issue with that is, what if I want to tweak some stuff on the heightmap then run back ingame and test it out? Instead of just *Tweak, save, save, run game* I would have to be like *Tweak, Save, Export, Copy, Import, Save, Save, Run game*

Also, how do I do so if I can't even Import without it crashing? :(
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Liii BLATES
 
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Post » Sun Jun 17, 2012 11:22 pm

Have you tried to do your world editing in the CS or GECK's? then exporting from there and importing into Skyrim I have not tried this as yet or try one of lightwaves tools -> http://projectmanager.f2s.com/morrowind/index.php
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Lil Miss
 
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Post » Sun Jun 17, 2012 4:53 pm

Have you tried to do your world editing in the CS or GECK's? then exporting from there and importing into Skyrim I have not tried this as yet or try one of lightwaves tools -> http://projectmanager.f2s.com/morrowind/index.php
I can do heightmap editing in the CS just fine, but it wont export. And the GECK editor crashes just like the CK one...

It looks like I'll have to try Annwyn but I also have to learn heightmap editing in another program as I had practiced with the CS...
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Christina Trayler
 
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Post » Sun Jun 17, 2012 12:47 pm

Have you tried using the workaround for that we used in the OB CS? I've not tested it myself, but it would certainly be easier than doing it all in a 3rd party program.
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CYCO JO-NATE
 
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