Well, that doesn't sound promising.

I wonder if it will be possible to add whole heightmap without the crashing as you go further from the centre.
The crash would (hopefully) be related to something quirky, like some missing data so far from the world centre, not a fundamental engine problem. Oblivion and Morrowind could handle massively larger maps so I'd expect Skyrim to be able to (I'll try importing Oblivion's heightmap on to the Skyrim worldspace to see, but atm, when I'm not in work, then I'm too busy playing it - I'll pay more attention when the CS comes out).
I wonder how Morrowind + TR compares.
Got a link to the ESM and/or ESP download that contains the main world, haven't looked at TR for years.
Has anybody been able to activate TDT?
Haven't tried, I just use "
player.getpos z" to find the height (x and y to work out the cell), If things are proportional I expect if you TCL to the water height around the imperial capital island, that the position would be about -14,200 or so - that's if the devs matched the sea level of Skyrim (which they should have!)
Is that an ongoing project? I couldn't imagine even starting getting all that terrain painted, touched up, and filled with objects, but still... amazing.
Can't even remember exactly how I did it all. I scaled up the Morrowind heightmap (with Firemoth and Solstheim) and reimported (automatically retextured) with TESAnnwyn - TESAnnwyn was originally written for this project. Got the static location records and NPCs imported with a modified version of TESPort. Then used TES4Scale to shift the static positions to the scaled up locations. And used Galadrielle's MW->OB NIF convertor to get the meshes. We had official permission to use the heightmap, but I'm sure you're aware that meshes could not be used (crazy legal wranglings, I'm sure anyone trying to use converted Oblivion meshes in Skyrim will have the same issue).
The project choked several times, it needed a large team of mesh designers to create new buildings for the world, I tried to kickstart it producing the above examples as a living template, but even that wasn't enough.

4 years is a long time ago. The [url name='http://www.silgradtower.net/Websites/Vvardenfell/index.htm'project forum'] has been archived now, some threads are there,, others don't work - I think Razorwing has just started archiving it, which is a shame because there was some really good stuff going on in there .. once.

Are the images you posted compressed (the resolution I mean)? If so, how big is the actual resolution? Can I output the information as lines only (as opposed to the gradients? It'd have to be more lines than gradient repetitions, obviously.)
I guess I could use the updated 16bit color image to automate most of the work with some preparation in Photoshop/Illustrator, but I figured I ask before making this task harder than it has to be. Because it would still take a lot of work.
Secondly, for all the other information (roads, building placements, water, vegetation, etc) I need the actual ingame map or the texture of the world itself. Can I export that information with TESannwyn?
Flickr has compressed them annoyingly, yes. The original heightmap image is 3808x3008.
TESAnnwyn is primarily there to allow you to export and import heightmaps (complete with vertex colour maps and placed textures) between the TES games. It's incidental that you can, with a bit of skill, turn them in to more readable maps. Some people import the heightmap in to a 3D modeller, then a texture map on top. That way you can get some very cool maps.
I have a program for getting the LOD texture maps for Oblivion (TES4qLOD - short for quick LOD), that gives a singular map of the world. Haven't tried it on Skyrim yet though. And whilst it might give roads, vegetation, snow, etc, it won't show water (though it may show where the river runs - it'll be the river bed) and it won't show buildings (though it'll show the textures around the buildings). If you use a BSA extractor on Skyrim's files, you should be able to find the DistantLand LOD files - there you'll find texture files in grids which you can paste together, they'll probably include overhead images of buildings too (Oblivion's did). I will look at getting Skyrim texture maps out with TES4qLOD sometime, mostly out of curiousity ...