[REL] SK-Tamriel World Space Modder's Maps v1.2

Post » Sat May 19, 2012 6:46 pm

SK-Tamriel World Space Modder's Maps v1.2

Modding Aids and Resources for Map Makers


Description:
1.2 - This is an updated version of the original 15kx10k cell grid map with all fast travel markers(no secret entrances yet) and 2x Coordinates for readability at 50% zoom.
1.1 - In game cell grid map. This will allow you to pinpoint what cell you are currently in as well as the cell coordinates of a given map marker.
1.0 - This a 15kx10k cell grid map(100x cells) using a composite of the Tamriel terrain textures(4x4LOD) that has been increased in size by 36%.

What these maps and the image layer element resources can be used for:

Returning a current cell coordinate in game(No other known way as of yet)
Mod claim staking
Mod location scouting
Known mod, cells altered cataloging
Map making ( interactive, in game, custom world space cell grid, etc..)


Screenshots:
1.2
Map Marker Cell Grid Map w/ 2x Coordinates http://static.skyrimnexus.com/downloads/images/2251-1-1325910619.png http://static.skyrimnexus.com/downloads/images/2251-2-1325910620.png

1.1
In Game Cell Grid Map http://static.skyrimnexus.com/downloads/images/2251-1-1325218978.jpg http://static.skyrimnexus.com/downloads/images/2251-2-1325218980.jpg http://static.skyrimnexus.com/downloads/images/2251-3-1325218980.jpg http://static.skyrimnexus.com/downloads/images/2251-4-1325218980.jpg

1.0
http://static.skyrimnexus.com/downloads/images/2251-1-1322783333.png
http://static.skyrimnexus.com/downloads/images/2251-2-1322783341.jpg
http://www.skyrimnexus.com/downloads/file.php?id=2251 no coordinates


Download Links:

http://www.skyrimnexus.com/downloads/file.php?id=2251

Acronyms and File naming convention:
{Game}-{Base Composite Image}-{Type}-{Data}-{Detail}-{Dimensions}-{Format}
Spoiler
TWS = Tamriel World Space This is Skyrim's main overland.

{Game}
SK = Skyrim

{Base Composite Image}
TTC = Tamriel Terrain Composite This is made from the vanilla LOD textures(4x4)
LMC = Local Map Composite This is made from the local maps generated in the CK

{Type}
CGM = Cell Grid Map This always includes coordinates in each cell, a 1px width grid which covers the left and bottom of each cell.
CGMwBR = Cell Grid Map w/Border Region Same as above with the vanilla playable area outlined accurately.(CK required)
{Data}
FTM = Fast Travel Markers
RGN = Regions
SPR = Spawn Point References

{Detail}
1xZoom = Data readable viewing at 100% Data illegible below this zoom level.
2xZoom = Data readable viewing at 50% Data illegible below this zoom level.
4xZoom = Data readable viewing at 25% Data illegible below this zoom level.

{Dimensions}
15kx10k = 15,000 pixels width by 10,000 pixels height
20kx = 20,000 pixels width and height If nothing comes after the "x" assume width and height are the same.

{Format}
PNG - Portable Network Graphics This is a loss-less image format which indexes pixels allowing enormous dimensions with a very small file size when most pixels are transparent.
PSD - PhotoShop Format This stores multiple layers(elements).

{Nexus File #}
2251 = SK-TamrielWordSpaceModdersMaps

Files:
Release: 1.2
SK-TTC-CGM-FTM-2xCoord-15kx10k-PNG-2251.7z
This file contains a 15000x10000 cell grid map with the Tamriel terrain composite as a base image, 2x coordinates and fast travel markers.

Release: 1.1
SK-TWS-CGM-InGame-2251.7z

These textures are based on http://www.skyrimnexus.com/downloads/file.php?id=4817. For best results it is advised use these as a texture re-placer for HQ3D Map but it's not necessary.

The recommended Skyrim.ini settings to use with these textures are as follows:
Spoiler
[MapMenu]
sMapCloudNIF=
bWorldMapNoSkyDepthBlur=1
fWorldMapNearDepthBlurScale=0
fWorldMapDepthBlurScale=0
fWorldMapMaximumDepthBlur=0
fMapWorldMaxPitch=90.0000
fMapWorldInitialPitch=90.0000
fMapWorldMaxHeight=180000.0000
fMapWorldMinHeight=25000.0000

Install:
Unpack the SK-TWS-CGM-InGame-2251.7z into the Data folder

Uninstall:
Delete the following files;
Spoiler
Data/Textures/Terrain/Tamriel/
tamriel.32.-32.-32.dds
tamriel.32.-32.-64.dds
tamriel.32.-32.0.dds
tamriel.32.-32.32.dds
tamriel.32.-64.-32.dds
tamriel.32.-64.-64.dds
tamriel.32.-64.0.dds
tamriel.32.-64.32.dds
tamriel.32.0.-32.dds
tamriel.32.0.-64.dds
tamriel.32.0.0.dds
tamriel.32.0.32.dds
tamriel.32.32.-32.dds
tamriel.32.32.-64.dds
tamriel.32.32.0.dds
tamriel.32.32.32.dds

Initial
Release: 1.0
SK-TTC-CGM-1xzoom-15kx10k-PNG-2251.7z

This map uses a composite of the terrain LOD textures. The cells are originally 64x64px but are blown up to 100x100px to match the intended size of the Local map composite which will be 40% of original size at 100x per cell.

This image is designed to be viewed at 100-500% of resolution. Viewing below 100% will make the coordinates illegible. I will be releasing a version of the overview image(file images) with a readable set of coordinates.

Resources:
I've decided to release the source files in individual elements(decreases size dramatically) as PNG files instead of PSD.
1.2
20kx-100xCellGrid+2xCoord-2251.7z
This contains a 2x version of the cell coordinates for 50% zoom readability.

1.1
4096x-32xCellGridandCoordPNG.7z
This contains the 32px cell grid+ coordinates used in the in game map textures and covers 128x128(16,384) cells.

4096x-32xCellGridandCoord-2TonePNG.7z
This contains the two color version of the cell grid + coordinates as seen in the in game map.

SK-TamrielWorldSpaceInGameMapTextureComposite4096xPNG.7z
This contains the composite image of Ethatron's textures from the http://www.skyrimnexus.com/downloads/file.php?id=4817

1.0
20kx-100xCellGrid+CoordPNG.7z
This contains the 100px cell grid + coordinates and covers 200x200(40k) cells. The left and bottom of the grid lines sit on top of the cell.

SK-TamrielTerrainComposite20kxPNG.7z
This contains the terrain texture composite image. The original size of the texture composite was 188x188 cells but I have increased the size to 200x just in case the engine can handle this size world space.

Roadmap(Planned Development):
1.3 {requires CK} Cell grid maps(including in game) w/Local map composite as base. Also i will be defining and illustrating the border region as well as the holds regions.
1.4 {requires CK} Cell grid maps with spawn references listed

Beyond that will be determined by what information will be most useful for altering the main world space. I'm thinking of going a bit further than i ever have before and documenting most of the common reference data from the main world space. Here is a list of everything i can think of off the top of my head.

Locations
Regions
Weather
Spawns
Activators
Sounds
Music
Nav Meshes
Crafting Stations
Resources(ore, plants, etc..)

Permissions:
You are free to use any of these files as you see fit and no modder need credit me for using them as an aid to do their own mods. However if you use any portion of these resources in your own releases please give me a credit.

Credits:
Ethatron for letting me use his textures from http://www.skyrimnexus.com/downloads/file.php?id=4817 as a base for my in game cell grid map.
User avatar
Samantha Jane Adams
 
Posts: 3433
Joined: Mon Dec 04, 2006 4:00 pm

Post » Sat May 19, 2012 10:47 pm

this covers ALL the world?
User avatar
Chris BEvan
 
Posts: 3359
Joined: Mon Jul 02, 2007 4:40 pm

Post » Sun May 20, 2012 5:00 am

this covers ALL the world?
It covers all of the main world space, yes.
User avatar
cassy
 
Posts: 3368
Joined: Mon Mar 05, 2007 12:57 am

Post » Sat May 19, 2012 7:45 pm

.
User avatar
lisa nuttall
 
Posts: 3277
Joined: Tue Jun 20, 2006 1:33 pm

Post » Sun May 20, 2012 4:44 am

Ah, Skyrim only? not also the other regions?
User avatar
lillian luna
 
Posts: 3432
Joined: Thu Aug 31, 2006 9:43 pm

Post » Sun May 20, 2012 5:35 am

Excuse my ignorance, but what is this exactly? A replacement of the default 3D map, judging by your first link?
User avatar
Olga Xx
 
Posts: 3437
Joined: Tue Jul 11, 2006 8:31 pm

Post » Sun May 20, 2012 1:51 am

Excuse my ignorance, but what is this exactly? A replacement of the default 3D map, judging by your first link?
I believe it's a map retexture that helps modders pin down where all the cells are, but don't quote me on that.

Personally, I enjoyed cluelessly staring at the OP, trying to find some clarification :P
User avatar
Rudi Carter
 
Posts: 3365
Joined: Fri Sep 01, 2006 11:09 pm

Post » Sun May 20, 2012 7:25 am

Maps like these help modders claim cells for their own mod making. It helps prevent cell collisions by major mods.
User avatar
suniti
 
Posts: 3176
Joined: Mon Sep 25, 2006 4:22 pm

Post » Sun May 20, 2012 6:06 am

Maps like these help modders claim cells for their own mod making. It helps prevent cell collisions by major mods.

Version 1.0 has that intention, yes.

Version 1.1 IS a re-texture of the in game map which will allow you to determine what cell you are currently in as well as what cell a given map location is in. I made one of these for both OB and FO3 but this one has much more value currently as there is no other way to return your current cell yet.

Personally, I enjoyed cluelessly staring at the OP, trying to find some clarification :P
I updated the OP to be more explanatory, thanks for the feedback.
User avatar
TIhIsmc L Griot
 
Posts: 3405
Joined: Fri Aug 03, 2007 6:59 pm

Post » Sat May 19, 2012 11:25 pm

Sweet this is just what I will need for my villa....now I just need the CK....
User avatar
Patrick Gordon
 
Posts: 3366
Joined: Thu May 31, 2007 5:38 am

Post » Sun May 20, 2012 5:31 am

Sweet this is just what I will need for my villa....now I just need the CK....
Glad someone finds this useful. :teehee:
User avatar
chinadoll
 
Posts: 3401
Joined: Tue Aug 22, 2006 5:09 am

Post » Sun May 20, 2012 12:52 am

Ah, Skyrim only? not also the other regions?
What other regions are you speaking of? I am unaware of any other world map besides the main one.
User avatar
Lauren Denman
 
Posts: 3382
Joined: Fri Jun 16, 2006 10:29 am

Post » Sun May 20, 2012 9:35 am

What other regions are you speaking of? I am unaware of any other world map besides the main one.
Presumably he thought this was a heightmap for all of tamriel.
User avatar
Hilm Music
 
Posts: 3357
Joined: Wed Jun 06, 2007 9:36 pm

Post » Sun May 20, 2012 10:17 am

Currently working on 1.2 which will be a version of my 15k x 10k cell grid map with all map locations listed. It's going to take a while though because there are 342 locations to add and a flu virus is currently kicking my ass. A big time saver for me is http://www.gamebanshee.com/skyrim/mapofskyrim.php though, so that is nice. I will however be using my in game cell grid map in an attempt to get as many markers as possible(can't see all of them from top down view) very accurately placed.
User avatar
Sarah MacLeod
 
Posts: 3422
Joined: Tue Nov 07, 2006 1:39 am

Post » Sat May 19, 2012 9:27 pm

Thanks for you work on this Worm, I'll definitely be making use of this when I start building some mods I've got in mind.
User avatar
Jerry Cox
 
Posts: 3409
Joined: Wed Oct 10, 2007 1:21 pm

Post » Sat May 19, 2012 11:22 pm

Thanks Alathan. :smile:

I'm currently about 65% done with 1.2.

Roadmap:
1.2 {WIP} Cell grid map with map markers listed
1.3 {requires CK} Cell grid maps(including in game) w/Local map composite as base. Also i will be defining and illustrating the border region as well as the holds regions.
1.4 {requires CK} Cell grid maps with spawn references listed

Beyond that will be determined by what information will be most useful for altering the main world space. I'm thinking of going a bit further than i ever have before and documenting most of the common reference data from the main world space. Here is a list of everything i can think of off the top of my head.

Locations
Regions
Weather
Spawns
Activators
Sounds
Music
Nav Meshes
Crafting Stations
Resources(ore, plants, etc..)
User avatar
Deon Knight
 
Posts: 3363
Joined: Thu Sep 13, 2007 1:44 am

Post » Sun May 20, 2012 3:14 am

Wow! Nifty and what a lot of work. :goodjob:
User avatar
Ruben Bernal
 
Posts: 3364
Joined: Sun Nov 18, 2007 5:58 pm

Post » Sun May 20, 2012 7:37 am

OP mostly re-written and added to.

Description:
1.2 - This is an updated version of the original 15kx10k cell grid map with all fast travel markers(no secret entrances yet) and 2x Coordinates for readability at 50% zoom.
Release: 1.2
SK-TTC-CGM-FTM-2xCoord-15kx10k-PNG-2251.7z
This file contains a 15000x10000 cell grid map with the Tamriel terrain composite as a base image, 2x coordinates and fast travel markers.
Resources:
1.2
20kx-100xCellGrid+2xCoord-2251.7z
This contains a 2x version of the cell coordinates for 50% zoom readability.

Screenshots:
1.2
Map Marker Cell Grid Map w/ 2x Coordinates http://static.skyrimnexus.com/downloads/images/2251-1-1325910619.png http://static.skyrimnexus.com/downloads/images/2251-2-1325910620.png

http://www.skyrimnexus.com/downloads/file.php?id=2251
User avatar
Rude Gurl
 
Posts: 3425
Joined: Wed Aug 08, 2007 9:17 am

Post » Sun May 20, 2012 3:54 am

I had an idea to graph the game units so you could cross reference GU coord with cell coordinates.

At 100x pixel cells the scale is 1px = 40.96 gu.

What I need to know is where is the center of the grid? Is it at the center of cell 0,0 or is it in the lower left hand corner?

I suppose i could fire up OB CS or FO3 GECK and assume it hasn't changed (which is where I will likely start) but if anyone has come across this info it would save me some uncertainty.

Thanks.
User avatar
Tanya
 
Posts: 3358
Joined: Fri Feb 16, 2007 6:01 am

Post » Sat May 19, 2012 10:15 pm

Oblivion and Skyrim are identical in the ESM, Skyrim is just y-flipped in the textures, but's really only because the UVs are flipped, I could flip the UVs in the LOD-meshes and Oblivion and Skyrim would be totally equal (UVs same orientation, texture same orientation, and ESM-values same orientation). I can't guess why they flipped UVs on y-axis.

Cell-values are defined upside-down, in the array [33,33] each successive row is one further in north-direction; bottom is towards negative latitude and top is towards positive latitude. So in the ESM cell [0,0] represents the absolute coordinates [0,0] to [-33,-33]. It's all a bit crazy, and you're just happy when you make the coordinate-transforms work, it's very difficult to explain. :)

Anyway, either way, cell-origin is in a corner (on the left side).
User avatar
daniel royle
 
Posts: 3439
Joined: Thu May 17, 2007 8:44 am

Post » Sun May 20, 2012 1:38 am

Anyway, either way, cell-origin is in a corner (on the left side).
Yeah, just checked in OB and the GU coordinates center at the lower left corner of cell 0,0.

That will be very simple to make because all i need is a calculator for reference but like all data layers it will be very tedious and time consuming performing the same task 500 times in a row.

I call it fun but i'd hate to do it for a living...unless it was for game development because that suddenly makes data entry interesting. :teehee:
User avatar
Kayla Keizer
 
Posts: 3357
Joined: Tue Dec 12, 2006 4:31 pm

Post » Sun May 20, 2012 2:01 am

After thinking about it it seems kind of pointless to add certain data as the purpose is for cross reference but TESVSnip does this much more efficiently. Data such as game units and cell form ids will not be done after all. I think the leveled spawns are very important to be mapped out though so we can get an overview.

Unfortunately I have been unable to find a single leveled actor reference anywhere in Skyrim.esm other than the base objects of course. This tells me that there are none and that the game places all leveled spawns dynamically. That certainly would explain some of the increase in save game size.

So it looks like I'm waiting for the CK to map out the spawn patterns if it's even possible. Anyway, If anyone can think of any data that would be helpful when scouting the Tamriel world space please post it.
User avatar
c.o.s.m.o
 
Posts: 3419
Joined: Sat Aug 12, 2006 9:21 am


Return to V - Skyrim