Skyrim Tamriel World Space Maps
Download - http://www.skyrimnexus.com/downloads/file.php?id=2251This is NOT an in game map. It is a modder's tool and a resource for map makers.
Initial Release: 1.0
SK-Tamriel Terrain Composite Cell Grid Map - 15000x10000
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.
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.
OP:
Spoiler
Cell Grid for Community Planning and ScoutingAs I did for OB and FO3 I'll be making composite images of the main world space using the height map editor, the region editor, LOD textures and the local maps. On those two projects I was using Photoshop on a 32bit OS and I had originally planned to release the composite at 40% of the size that the game engine renders the local maps(OB). On Oblivion this would have equated to the cells being 100x pixels each on an image 13,400x12,900 or 172.9 megapixel. I was unfortunately unable to render a 100+mb jpeg and was forced to reduce it to 25x pixel cells. This made it very impractical for mod authors to avoid overlap while working in the same cell
I now have a 64bit OS and have successfully rendered the image. http://i42.tinypic.com/2r3kocm.jpg<--the coordinates are oversized because they were for the 1/4 size map
At this resolution you can zoom into 500% and see a lot of detail without excessive blur. This will allow actual data about the mod to be listed directly on the map. The fruits of this labor will hopefully be utilized by modders for location scouting, making in game maps and perhaps later on a flash programmer will use it to make an interactive map for the wiki.
I now have a 64bit OS and have successfully rendered the image. http://i42.tinypic.com/2r3kocm.jpg<--the coordinates are oversized because they were for the 1/4 size map
At this resolution you can zoom into 500% and see a lot of detail without excessive blur. This will allow actual data about the mod to be listed directly on the map. The fruits of this labor will hopefully be utilized by modders for location scouting, making in game maps and perhaps later on a flash programmer will use it to make an interactive map for the wiki.
My intention is to get this out as fast as possible with a hope that mod authors altering the vanilla world space will document their changes for all to see. Hopefully this will eliminate unintended overlap and help modders scout out the best places to mod.
There will be two versions of the cell grid map.
1) This is for modders and will be made from the local map composite It will have all the detail seen in the CK renderer but will require a capture of the altered cells to show the objects the mod places. I will supply directions for doing this just in case any authors want to contribute to the project. I am not however counting on it. If no one gets on board straight away I'll try to keep up as long as I can.
2) This is a no spoiler map for players and will be made from the LOD texture composite which will be devoid of any detail. This only requires coordinates of altered cells be listed in your mod's description. Using that data I can easily list your mod and shade in the altered cells. This will be the map displayed online to show the full list of mods and their proximity to each other in the vanilla world space.
Resources
There will be more on these once i get started making them but i foresee a region map render composite, a height map render composite in addition to the grid less versions of the two aforementioned composites. I will also be providing the .psd files once the resources are complete.