Map view in-gmae, Large Worldspace, LOD color map

Post » Sun Nov 18, 2012 11:58 am

Hey guys.

I'm with The Westeros Project.
We have imported terrain successfully and are in the process of generating LOD.

The worldspace is 6144 x 12288 in size, making it a 6 x 12 quad world. Yes I'm aware that this isn't a sqaure.
There are no painted on textures on the version I'm working with. No objects, no placeable anything.
I'm working from an ESM.

Here is the flow:
  • Oscape to generate meshes.
  • TES4qLOD to generate normals and color maps.
  • LODFileGeneratorv002 to make an .lod file that works.

Oscape refuses to generate the normals and color maps outside of a 6144 square region around the origin point. TESq4LOD has no such problems.

Every time I touch a setting in the Dimensions box under the Preview tab in Oscape, it crashes at the color map generation phase. Without fail, every time. I've tried the 32x and 64x exe. Im running 64bit Win7 and have a decent rig.

Problem:
I can generate the dds files like a champ, but when I test the map in game, and go to the map view, I get horizontal lines across the landscape running north to south. Sort of like a bar code, in the color of the LOD textures.
I will update with images of the problem as soon as I am able.

I'm going to hazard a guess and say this might be related to the 32 level dds files being large, but I'm not sure.
Any help or suggestions would be appreciated.


My Skyrim.ini:
[MapMenu]
sMapCloudNIF=0
fMapWorldMaxHeight=150000.0000
fMapWorldMinHeight=5000.0000
fMapWorldTransitionHeight=10000.0000
bWorldMapNoSkyDepthBlur=1
fWorldMapDepthBlurScale=0
fWorldMapNearDepthBlurScale=0
fWorldMapMaximumDepthBlur=0
fMapWorldZoomSpeed=0.0500
fMapWorldMaxPitch=400.0000
fMapWorldMinPitch=0.0000
fMapWorldYawRange=3600.0000
//uLockedObjectMapLOD=8
//uLockedTerrainLOD=8
fMapWorldCursorMoveArea=0.9500
fMapWorldHeightAdjustmentForce=400.0000
fMapLookMouseSpeed=7.0000
fMapMoveKeyboardSpeed=0.005
fMapZoomMouseSpeed=10.0000
fMapMenuOverlayNormalStrength=2.0000
fMapMenuOverlayNormalSnowStrength=0.7000
fMapWorldInitialPitch=90.0000
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sexy zara
 
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Post » Sun Nov 18, 2012 6:19 pm

Oscape refuses to generate the normals and color maps outside of a 6144 square region around the origin point. TESq4LOD has no such problems.

It worked for my 8192x8192 world. Paste your oscape settings I guess?
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Danielle Brown
 
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Post » Sun Nov 18, 2012 6:34 am

Strange, I got the LOD to work fine.
Oscape does generate the LOD files for the whole terrain, but the Westeros.lod file it produces makes the LOD stop at 6144.

If you remember this post -

http://www.gamesas.com/topic/1396950-large-heightmap-tesannwyn-l3dt-creation-kit/page__view__findpost__p__21253677

use the settings I used in the LOD generator program. As I said, I had no problems after generating the new .lod file.

I still have the LOD textures and meshes somewhere, if you want them. In saying that, you've probably changed the landscape a bit since then, but they'll still give you a rough idea of the land shape in the CK.

[Edit]
If I remember right, you have to tick the non-square box under the heightmap preview in Oscape
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joeK
 
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Post » Sun Nov 18, 2012 8:09 am

Dude, I was hoping you'd see this!

This is what I'm talking about.
http://imgur.com/a/OgxRU#0

The LOD works fine when not viewing the map overview.
But in the map, those strange striations show up.

I don't know how to fix this.

Edit:

Here's is the Oscape settings I used.
http://imgur.com/a/rbO7D
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Darlene DIllow
 
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Post » Sun Nov 18, 2012 8:12 pm

That looks like botched lvl 4 colors. Show us the Generator Tab settings you used.
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Neko Jenny
 
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Post » Sun Nov 18, 2012 12:52 pm

Generator tab
http://i.imgur.com/8Hs4f.jpg

Ive looked at a ton of tutorials old and new, nobody mentioned this issue.
@AV, do you mean the westeros.32.blah files?
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u gone see
 
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Post » Sun Nov 18, 2012 6:42 pm

@Tamb0, We've regenerated like 3-4 different heightmaps since then. I used your esp as a reference, and found the sweet spot with the scale and all that.
That was indispensable. But this thing is a different monster.

I still want to see what a good LOD looks like...
If you're willing to upload the files somewhere. So I can use it as an example of what I should expect.
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Laura Samson
 
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Post » Sun Nov 18, 2012 5:01 am

Just noticed that you've changed the worldspace size, so the LOD textures and meshes that I have would be no good to you anyway. I'm guessing you got hold of a cut-down version of Skyrim.esm and made a bigger worldspace.

Here are some pics that'll give you a rough idea of what it should look like -

http://homepage.ntlworld.com/tambos.turf/Skyrim/Westeros_CK.jpg - What it looks like in the CK
http://homepage.ntlworld.com/tambos.turf/Skyrim/Westeros_Map.jpg - What it looks like ingame

[Edit]
The setting from the other post won't work either because of the differnt size.

The new setting you need for the LOD generator program are -

1. Westeros
2. -96
3. -192
4. 384

The only other option is to upload the esm somewhere and I could try to generate it for you and take a note of the exact steps taken, so I can pass it back to you.
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KRistina Karlsson
 
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Post » Sun Nov 18, 2012 5:24 am

So I'm trying to get through Oscape again.
The problem is that any time I change the settings in the dimensions box to fit my worldspace. And then try to generate color maps, whether by themselves or with normals and meshes as well. Oscape, whether it be the 32bit or 64bit exe, it always crashes around cell 96,-160 or something around there. and only when generating color maps.

The error i get with the 32bit exe
http://i.imgur.com/zf2mQ.jpg
Problem signature:
Problem Event Name: APPCRASH
Application Name: Oscape x32.exe
Application Version: 3.1.0.0
Application Timestamp: 4f4df5d1
Fault Module Name: Oscape x32.exe
Fault Module Version: 3.1.0.0
Fault Module Timestamp: 4f4df5d1
Exception Code: c0000005
Exception Offset: 00459927
OS Version: 6.1.7601.2.1.0.256.1
Locale ID: 1033
Additional Information 1: 4bd2
Additional Information 2: 4bd211276b374cbbf78b220696841753
Additional Information 3: feb3
Additional Information 4: feb3e44d90d763c1fb20d62207f09b94



The 64bit just gives me that "the program has crashed" window.

Problem signature:
Problem Event Name: APPCRASH
Application Name: Oscape x64.exe
Application Version: 3.1.0.0
Application Timestamp: 4f4df4ae
Fault Module Name: Oscape x64.exe
Fault Module Version: 3.1.0.0
Fault Module Timestamp: 4f4df4ae
Exception Code: c0000005
Exception Offset: 0000000000557aa0
OS Version: 6.1.7601.2.1.0.256.1
Locale ID: 1033
Additional Information 1: 1eea
Additional Information 2: 1eea92af9fa43351746f3d584ec0bd72
Additional Information 3: c3cd
Additional Information 4: c3cd120401c56abe847c027eec787bc7



My settings in preview tab
http://i.imgur.com/fNJPW.jpg

Notice how I've changed the the map dimensions and cell limits in the above image?

This is what they are by default.
http://i.imgur.com/Fngp6.jpg

And here is the generator tab. These past few runs I'm just generating the color maps since all else is perfect / how its supposed to be.
http://i.imgur.com/VuCft.jpg


So what's happening here?
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Sara Lee
 
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Post » Sun Nov 18, 2012 11:51 am

The only immediate thing I see is that you are generating both low and normal sized color textures, pick one or the other and see if that helps. Maybe it's trying to load them both or something silly like that?

EDIT: Nvm let me read your new post.

If it's crashing during generation try lowering the Target of Max Resolution setting?
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Nomee
 
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Post » Sun Nov 18, 2012 3:21 pm

...My settings in preview tab
http://i.imgur.com/fNJPW.jpg

Notice how I've changed the the map dimensions and cell limits in the above image?...
Yes, and I also noticed that they are wrong,...they should be -

-96, -192, 95, 191

You cells start at zero, so cell number 1 is actually the second cell in the x, y positive axis.
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YO MAma
 
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Post » Sun Nov 18, 2012 7:48 pm

trying a few different resolutions.
So far down to 320,000 and still the same deal.
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Tiffany Castillo
 
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Post » Sun Nov 18, 2012 3:22 pm

Yes, and I also noticed that they are wrong they should be -

-96, -192, 95, 191

You cells on the start at zero, so cell number 1 is actually the second cell in the x, y positive axis.

OH MY GOD, YOU'RE RIGHT.

I didn't even think...
Let me try this out.
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Donatus Uwasomba
 
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Post » Sun Nov 18, 2012 2:41 pm

Another point,...you dont have to generate meshes every time. If your meshes generated OK at 650000, keep them. Start Oscape again and just extract the surface map, then try generating the colors only (no meshes or normals).
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john palmer
 
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Post » Sun Nov 18, 2012 3:36 pm

IT WORKED.
AND I'M A MORON!

Thank you again, to all.

Clarification: Oscape now makes the textures for the whole map, but the map still looks like the initial problem i had.

So problem persists.
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CArlos BArrera
 
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Post » Sun Nov 18, 2012 1:15 pm

Before you click install, change level 1, 2 and 3 to 256 x 256 for both color and normals (they're actually 512 x 512...Skyrim default). Level 0 wont let you change and will remain at 128 x 128.

I't a weird thing with Oscape.
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Maria Garcia
 
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Post » Sun Nov 18, 2012 1:10 pm

Ok, well that definitely worked.

Tested in game and everything is peachy.

I love this forum.
Thank you, Tamb0!
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Suzy Santana
 
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Post » Sun Nov 18, 2012 1:54 pm

No problem, glad all's sorted.

It is strange that the texture sizes that you set Oscape to generate, are not the texture sizes it actually generates ???

Skyrim uses a default size of 512 x 512 (CK generates this size), but for Oscape to generate 512 x 512, you have to set it to create 1024 x 1024 textures. Then, to install the 512 x 512 textures, you have to set the color and normal sizes to 256 x 256.

Something's gone wacky somewhere !! :confused:

TBH, I've never tried to make a map that size. I think the biggest I've done is a 8192 x 8192 (maybe 8192 x 6144), but it seems the principles are just just the same. Maybe I'll PM Maegfaer and ask him if I can get a link to his cut-down Skyrim.esm and have a go at a real biggy :)
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Sunnii Bebiieh
 
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Post » Sun Nov 18, 2012 6:16 pm

TBH, I've never tried to make a map that size. I think the biggest I've done is a 8192 x 8192 (maybe 8192 x 6144), but it seems the principles are just just the same. Maybe I'll PM Maegfaer and ask him if I can get a link to his cut-down Skyrim.esm and have a go at a real biggy :smile:

He's a great guy, that Maegfaer! Right before he offered to send me the file, without my asking him, I found SureAI's solution.
http://www.sureai.de/development/resources/

This is what I'm using as a base.
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Liii BLATES
 
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