Creating new Worldspaces.....Discussion Thread #3

Post » Tue Jun 19, 2012 3:34 am

I'm still having trouble with the heightmaps. I can't use any of the work arounds using Oblivion tools as I do not have Oblivion and none of them will work without it. *sigh*


I've figured out that if I press the floppy button to save, rather than using the file menu, it'll load up the four quads or whatever, but it crashes instantly after it finishes. So I can't get it built. My system should be able to handle it, it does not come anywhere near taxing my system to any great extent. So I don't think that's the problem. More likely it just hates me. -__-

If anyone has any ideas, I'm all ears. Or if there is someone that would be willing to put the heightmaps into a plugin file for me, that would be even better.

I'm starting to get really annoyed with this whole thing. Might just end up abandoning the island and going with a location on the mainland. The only reason we decided to try going with an island was for compatibility sake.

If anyone is interested in getting the heightmaps incorporated in an esp/esm file(I think they need to be in ESM files?) so that I can get to work on the rest of it, that'd be absolutely awesome. Just shoot me a PM and I'll send you the heightmaps.
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Daniel Lozano
 
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Post » Mon Jun 18, 2012 10:55 pm

Lets start from what program you are using to make the island. Are you using the CK? Personally I never bothered with it as its too much trouble, bug ridden and difficult to be bothered with. When it works its generally wrong, when it doesnt it takes hours to get to the bottleneck and your work is wasted.

What is the heightmap format? is it a RAW file?
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ANaIs GRelot
 
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Post » Mon Jun 18, 2012 11:08 pm

Texture atlas build failed with the following errors:[LOD diffuse texture '..\Source\TGATextures\lod\MtnRidge02LOD.tga' and normal texture '..\Source\TGATextures\lod\MtnRidge02LOD_n.tga' are not the same size (but should be).
That's the error you get when it can't find the file. I've seen it dozens of times and every time I've been able to fix it by converting the image in an image editor and placing it in the right folder. Double-check to make sure that the file is actually in the right folder. If it is, try converting it again. [Edit: both files, I should say.]
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lydia nekongo
 
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Post » Mon Jun 18, 2012 3:45 pm

Just as an addition, I'm pretty sure Oscape is reading the worldspace from my ESP.

Yes I just tried despite the tuto said needed an esm , it could read fine the esp and I see no difference in the heightmap reading ...
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Rachell Katherine
 
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Post » Mon Jun 18, 2012 5:51 pm

That's the error you get when it can't find the file. I've seen it dozens of times and every time I've been able to fix it by converting the image in an image editor and placing it in the right folder. Double-check to make sure that the file is actually in the right folder. If it is, try converting it again. [Edit: both files, I should say.]
Okay, that's good news then, easy fix. Where exactly do the files go then? I just have all of them in Source/TGATextures, but NOT in their folders. They are all just right in that folder. Ohhh, wait. Do they need to go in TGATextures/LOD/MyFile_Lod.TGA Like that? I'ma try that because I just saw the path it lists in the error... :tongue:

EDIT: Nevermind the crashing part. I guess it was a fluke because I tried again and it worked. Testing ingame now. (After trying Textures again)

Okay none of my LOD Objects have textures. They are all pink, mountains, rocks, towers, you name it. How do I get textures for them? When I generated them the CK didn't complain about any missing textures...

Also I got land textures to work with the CK, however I get the long black stripes of land. :F So it's either good land textures, but stripes of black, or Oscape's textures which are solid brown but look flawless... (ly brown)
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Sarah MacLeod
 
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Post » Tue Jun 19, 2012 1:01 am

Okay, that's good news then, easy fix. Where exactly do the files go then? I just have all of them in Source/TGATextures, but NOT in their folders. They are all just right in that folder. Ohhh, wait. Do they need to go in TGATextures/LOD/MyFile_Lod.TGA Like that? I'ma try that because I just saw the path it lists in the error... :tongue:

EDIT: Nevermind the crashing part. I guess it was a fluke because I tried again and it worked. Testing ingame now. (After trying Textures again)

Okay none of my LOD Objects have textures. They are all pink, mountains, rocks, towers, you name it. How do I get textures for them? When I generated them the CK didn't complain about any missing textures...

Also I got land textures to work with the CK, however I get the long black stripes of land. :F So it's either good land textures, but stripes of black, or Oscape's textures which are solid brown but look flawless... (ly brown)
The subdirectories in the TGATextures folder have to match the vanilla textures/ folder exactly. They start with a different root, but everything else is the same, so if the original LOD.dds is in data/textures/architecture/farmhouse/ your .tga has to go in Source/TGATextures/architecture/farmhouse/.

I get black areas on my landscape areas for cells that have no cell data (ie. for 'cells' that don't exist) and shadows along cell seams (I suspect owing to http://www.truancyfactory.com/images/misc/blackStripeBug.png). I can fix these issues in Gimp by editing the textures manually, but I wouldn't want to do it for a huge worldspace.
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CSar L
 
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Post » Mon Jun 18, 2012 2:47 pm

Again, in all fairness to them (to any who will see this problem as a horendous oversight on Bethesda's part, so this is not directed at you Elijah) they dont have any objects or tree's outside of this area. Only land LOD, so I see why it happened. Though I do hope it's fixed!

Also, do you know why I'm getting the error above? I tried re-extracting and converting incase it was a fluke, but alas, same error. I even get it if I delete the files in question. (Where I would think it would then say like 'cannot find file' or something) So, any idea? >.>

EDIT: Double also, I just tried generating Textures for the land, and well... It didn't create any files... O.o It went through all the steps, and took just under 9 minutes and I was like cool. Went ingame, pink LOD land. Checked the files and there were no texture LOD files... So. Wat?
Did you check under Source/DDSTextures/Terrain/Worldspacename? That's where it puts any generated textures.

Anyways, this tree LOD limitation is one of those things that to me doesn't make any sense to have. Why is a limitation like this hard-coded into the CK?
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Gaelle Courant
 
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Post » Mon Jun 18, 2012 9:25 pm

The subdirectories in the TGATextures folder have to match the vanilla textures/ folder exactly. They start with a different root, but everything else is the same, so if the original LOD.dds is in data/textures/architecture/farmhouse/ your .tga has to go in Source/TGATextures/architecture/farmhouse/.
Derp. That's my problem, thank you. I'm off to try this.

EDIT: Actually I already had most of them in the right places... :/
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Ernesto Salinas
 
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Post » Mon Jun 18, 2012 6:14 pm

Anyways, this tree LOD limitation is one of those things that to me doesn't make any sense to have. Why is a limitation like this hard-coded into the CK?
It might be something as simple as the size of the variables they use. Anything > sizeof(var) may just hit the threshold and stay there. It might be easy to fix. Probably won't happen, though.
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Causon-Chambers
 
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Post » Mon Jun 18, 2012 8:42 pm

i just checked, and the Tamriel worldspace has tree LOD beyond x=-32. So now I'm confused- why am I specifically getting this?
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Josh Sabatini
 
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Post » Mon Jun 18, 2012 5:33 pm

Did you check under Source/DDSTextures/Terrain/Worldspacename? That's where it puts any generated textures.
Turns out this way my problem. I was totally cool and forgot to move the textures. It's all functional now, and it looks incredible!

Thanks everyone! I now have working land, water, tree and object LOD. :D All that's left is ground texture. (As again it's either plain brown, or has lines through it)
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Emily Jones
 
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Post » Tue Jun 19, 2012 12:09 am

Lets start from what program you are using to make the island. Are you using the CK? Personally I never bothered with it as its too much trouble, bug ridden and difficult to be bothered with. When it works its generally wrong, when it doesnt it takes hours to get to the bottleneck and your work is wasted.

What is the heightmap format? is it a RAW file?
It's a .RAW file. This particular set I created in the CK and exported them before I tried saving.

I'm only using the CK at the moment, The RAW files don't seem to be bugged or anything. They've all got the correct settings. It's just that, for whatever reason, it wont finish the saving process. Not for me, nor anyone else on my team.
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Quick draw II
 
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Post » Tue Jun 19, 2012 2:21 am

someone can tell me why I get dark environment ? All is very dark and shadowy distant lods look dark and like there is no sut but there is day ...
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Rob
 
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Post » Mon Jun 18, 2012 2:31 pm

someone can tell me why I get dark environment ? All is very dark and shadowy distant lods look dark and like there is no sut but there is day ...
Sounds like you're missing normals for your distant LOD land. Or the normals are broken/incorrect. Try generating Normals with the CK.
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josh evans
 
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Post » Mon Jun 18, 2012 8:06 pm

I am not missing normals , here is how looks ingame ...

http://img546.imageshack.us/img546/5162/35187906.jpg
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!beef
 
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Post » Mon Jun 18, 2012 6:30 pm

I am not missing normals , here is how looks ingame ...

http://img546.imageshack.us/img546/5162/35187906.jpg
Your character looks horrible odd too, which means it's a lighting issue. Is your climate the default climate? Make it the SkyrimClimate as the default is very funky and not set or anything. Then, if you want unique weather, copy the SkyrimClimate and alter it too fit your needs making it YourWorldspaceClimate.
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lolli
 
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Post » Mon Jun 18, 2012 11:29 am

I am not missing normals , here is how looks ingame ...

http://img546.imageshack.us/img546/5162/35187906.jpg
The texture generation works on powers of 2: 4x4, 8x8, 16x16, and 32x32 cells. If your worldspace is an irregular shape or it needs to pull in extra cells to generate a tile these extra cells have no texture data and show up as black in your texture. That black then gets layered in with the colored areas according to some sort of mipmap alchemy (as far as I can tell).

Here's a tile generated by the CK: http://www.truancyfactory.com/images/misc/lodTexture.jpg. See all that black? I don't have any cells there, but it needs to fill in the texture with something so it uses black.

I fixed those shadows for my own lod textures by http://www.truancyfactory.com/images/misc/editingTextures.png on my texture files. Not sure how other people are doing it.

http://www.truancyfactory.com/images/misc/lodTest02a.jpg
http://www.truancyfactory.com/images/misc/lodTest03a.jpg

Edit: actually if you're using an imported heightmap, I guess that wouldn't make any difference since it is a power of two...so I dunno. That's just what worked for me.
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Rachell Katherine
 
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Post » Tue Jun 19, 2012 2:26 am

Your character looks horrible odd too, which means it's a lighting issue. Is your climate the default climate? Make it the SkyrimClimate as the default is very funky and not set or anything. Then, if you want unique weather, copy the SkyrimClimate and alter it too fit your needs making it YourWorldspaceClimate.

How I do that DO I need to add a climate I didn't add anything is this the reason?


The texture generation works on powers of 2: 4x4, 8x8, 16x16, and 32x32 cells. If your worldspace is an irregular shape or it needs to pull in extra cells to generate a tile these extra cells have no texture data and show up as black in your texture. That black then gets layered in with the colored areas according to some sort of mipmap alchemy (as far as I can tell).

Here's a tile generated by the CK: http://www.truancyfactory.com/images/misc/lodTexture.jpg. See all that black? I don't have any cells there, but it needs to fill in the texture with something so it uses black.

I fixed those shadows for my own lod textures by http://www.truancyfactory.com/images/misc/editingTextures.png on my texture files. Not sure how other people are doing it.

http://www.truancyfactory.com/images/misc/lodTest02a.jpg
http://www.truancyfactory.com/images/misc/lodTest03a.jpg

Edit: actually if you're using an imported heightmap, I guess that wouldn't make any difference since it is a power of two...so I dunno. That's just what worked for me.

I made my map in 1024 and is a square totally regular sure some borders are darker but I uploaded a color map as well and b4 whe I didn0t set the water level to -14000 and the terrain to an equal lowered area it looked more or less fine , apart the missing water lods ....
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James Smart
 
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Post » Mon Jun 18, 2012 2:45 pm

How I do that DO I need to add a climate I didn't add anything is this the reason?
For now, in the World Space window just select SkyrimClimate as the climate for your world. Then build a climate full of various weathers and when it's ready, select that instead. Unless you're fine with the Skyrim climate.
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c.o.s.m.o
 
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Post » Mon Jun 18, 2012 1:15 pm

I woudl like three types of region climates :

ice , snow areas and the sulfur geyser zone of skyrim is this related to regions or climates?
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Eileen Müller
 
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Post » Mon Jun 18, 2012 3:22 pm

also I can see the end of the world sea at 1024 border of my region why it doesnt continue beyone?

My world is still really dark even using a sckyrim climate plus water too is weird is all damn weird ....
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LijLuva
 
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Post » Mon Jun 18, 2012 1:45 pm

SO is actually making new working worldspace impossible and broken ? It seems too much trial and tests and luck , so for some works for others not and there seem no one to knwo whats really going on here ....

I have limited lods of water up to the end of my 1024 sized world, I have all blackened , no sun , strange light behaviour , strange popping distance of texture lod in and out at approximation , strange water all is totally broken and I am really close to give up with skyrim modding , there is no support m no help and no working solutions ...

And its a total waste of precious time trying to mod this game with broken tools , tied hands and blindfolded attempts ....
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BRAD MONTGOMERY
 
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Post » Tue Jun 19, 2012 2:03 am

I'm not going to give up the mod. But I am about to give up on creating a new worldspace.

The mod was original going to be on pre-existing land anyway. We later decided on an island for greater control and flexibility. Shame that the CK is so broken.
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Jessie
 
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Post » Mon Jun 18, 2012 8:30 pm

All my art assets are on hold, as without proper collision export i can't do much, and can't waste ages to make insane shapes for simple objects to use as convex collision.
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Cat
 
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Post » Mon Jun 18, 2012 11:42 pm

And what bothers me more is to see 1 hundread threads and posts about how good is CA , about how much praises they received , how many prizes , how many buyed how many copies sold , how are the best team in the world , how cool they are how cool are the mods out how fun is to watch at fans made videos and 1 or 2 posts of help and direct modders help !!!! I have yet to see any official word on those problems and issues , Will they fix , will they explain us how they did to do a worldspace with so many bugs and broken features of the CK? or we shoudl just make some dungeons , add new swords and retexture the landscape as mods???
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Camden Unglesbee
 
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