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

Post » Mon Jun 18, 2012 2:09 pm

Well, I finally got my island ingame. It's freaking massive. Much bigger than I need or want. Gotta scale it back.
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Romy Welsch
 
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Post » Mon Jun 18, 2012 6:58 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 ....

Very quickly coming to the same conclusion. I genuinely believe that people will return to Oblivion and Skyrim will become a lost cause owing to just too many errors, bugs, trial and error, a learning curve that after hours or even days hits a dead end, and so on.

I am not dismissing Skyrim, its great for what it is, but for me personally it isnt much. Its a console game with limited mod ability on the PC. Excellent in some ways, lame and hamstrung in others. The cheerleaders will no doubt come back with a " hey Bethesda! yay, go go go" and blow kisses at the game box, but when it comes to playing a good game their team has trouble tying its own shoelaces.

I'll keep plodding on and try to remain as positive as possible. For many the CK and game provides everything if not more than they want and need, so we have to be happy for them, but it does feel like flogging an, if not dead horse, at least one that has three legs and blind in one eye, a wheezy chest and a lisp.
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BlackaneseB
 
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Post » Mon Jun 18, 2012 5:17 pm

..... " hey Bethesda! yay, go go go" and blow kisses at the game box .....

LOL
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Bethany Watkin
 
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Post » Mon Jun 18, 2012 8:20 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 ....

I'll say one thing: Making a game, or a part of it, can't be as simple as clicking buttons here and there. Especially one with so many complicated details as Skyrim. Bethesda was able to make the game with this tool, so it's possible for us to as well. It's just they know all about it, whether there's a correct order to do things, or if other licensed 3rd party tools needed to be utilized, which I'm guessing is the case. If it IS the case, then they wouldn't have needed to integrate them into the CK. So just keep pulling through, and I'm positive the modding community will find ways through the CK's annoying holes.
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Peter P Canning
 
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Post » Mon Jun 18, 2012 1:29 pm

I'll say one thing: Making a game, or a part of it, can't be as simple as clicking buttons here and there. Especially one with so many complicated details as Skyrim. Bethesda was able to make the game with this tool, so it's possible for us to as well. It's just they know all about it, whether there's a correct order to do things, or if other licensed 3rd party tools needed to be utilized, which I'm guessing is the case. If it IS the case, then they wouldn't have needed to integrate them into the CK. So just keep pulling through, and I'm positive the modding community will find ways through the CK's annoying holes.
Yeah I kind of think that most people here don't understand that making a game is mostly trial and error and luck. Especially for us, since we can't just get a programmer to alter the game engine at our every whim like they can. They develope the tools to work for THEM, then release them to us. They did a beta and are fixing some of the issues, but they can't fix everything.

Plus, I have about 95% of the whole 'new worldspace' thing working. The ONLY issue I have now is black lines in the LOD textures, which I can edit out in photoshop when I'm done making my land. It's not ideal, but it is a solution.
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Sunny Under
 
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Post » Mon Jun 18, 2012 5:44 pm

Well technically making a game should be as simple as clicking buttons just like playing the piano technically is pressing the keys. Technology destroys creativity if we are forced to mess around with technical issues rather than with the actual creative process - since not every creative person is a programmer, hacker (or a piano maker) etc. and doesn't want to be.

And the whole lod-thing is just the tip of the iceberg. If you are so lucky to have 95% of your worldspace thing working then you'll soon be confronted with invisible mountains, buildings and so on.

But alas, there's no point in complaining about such things I fear, as this time prefers communities solving technical problems over lone heroes creating worlds of their own like the past did, which may be the real reason for the success of rather magical than technological lone-hero-escapism like Skyrim, if the "fans" acknowledge it or not.
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Anne marie
 
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Post » Mon Jun 18, 2012 4:21 pm

I think currently my main stumbling block is trying to find a way to merge esp/esm files. I think short of a reprogramming of Oscape to generate the correct textures then merging a temporary copy of your mod with a temp copy of skyrim.esm might just cause oscape to generate the right textures. Unfortunately FNVedit seems about the only tool that might even possibly be tricked into doing this and for some irritating reason absolutely requires Fallout New Vegas to be installed on your computer.
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..xX Vin Xx..
 
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Post » Mon Jun 18, 2012 9:17 pm

Is there any solution to make oscape or tes4lod produce correct lightneded textures?
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Mashystar
 
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Post » Mon Jun 18, 2012 11:21 am

I'm having trouble way earlier than most of you... when I make a new worldspace, and coc into it, it only loads 1 cell, then has an immediate drop at all the corners... why the heck doesn't it continue on to all the hundreds of other cells generated in the ck?
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Emily Martell
 
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Post » Tue Jun 19, 2012 12:40 am

I'm having trouble way earlier than most of you... when I make a new worldspace, and coc into it, it only loads 1 cell, then has an immediate drop at all the corners... why the heck doesn't it continue on to all the hundreds of other cells generated in the ck?

Sounds like you have no LOD ..I'd love to explain this process but it's such a PITA you may want to kill yourself after attempting it anyway. Basically LOD is what means you can see into the distance, you need to generate a bunch of files that make this happen then put em in the right directories so your mod loads up the distant, lower poly/resolution view. The method I used so far is http://www.gamesas.com/topic/1353627-lod-hell-someone-helpexplain-please/page__p__20399149#entry20399149, although I seem to be using completely different methods now.


Aaaanyhow, screw FNVedit, it just throws up millions of errors with no way to ignore them - I ended up deleting half the references in a copy of Skyrim.esm just to even get it opening and STILL can't merge my mod. It's like nailing :swear: to a wall. If we had a Skyrim version of the thing it'd be spot on I imagine - or just ANYTHING that can merge simple data about a worldspace from a .ESP into Skyrim.ESM I really think we'd be able to use Oscape.
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Alyna
 
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Post » Mon Jun 18, 2012 6:08 pm

Sounds like you have no LOD ..I'd love to explain this process but it's such a PITA you may want to kill yourself after attempting it anyway. Basically LOD is what means you can see into the distance, you need to generate a bunch of files that make this happen then put em in the right directories so your mod loads up the distant, lower poly/resolution view. The method I used so far is http://www.gamesas.com/topic/1353627-lod-hell-someone-helpexplain-please/page__p__20399149#entry20399149, although I seem to be using completely different methods now.


Aaaanyhow, screw FNVedit, it just throws up millions of errors with no way to ignore them - I ended up deleting half the references in a copy of Skyrim.esm just to even get it opening and STILL can't merge my mod. It's like nailing :swear: to a wall. If we had a Skyrim version of the thing it'd be spot on I imagine - or just ANYTHING that can merge simple data about a worldspace from a .ESP into Skyrim.ESM I really think we'd be able to use Oscape.

Well it's not just seeing farther than the tile, into some distance... i mean the tile just ends. So I have 1 cell at 0,0 and the edges just cut off, whether it's water, land or whatever. Just half a mountain and nowhere to go but into the untextured abyss.
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Smokey
 
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Post » Mon Jun 18, 2012 10:28 pm

I think I found something out (that might have been already found out, not sure): Oscape's color map generation seems to work as long as your .esp is not dependent on skyrim.esm. I was able to generate meshes and textures that appeared just fine in a completely new plug-in (before doing any sort of landscape editing what-so-ever), but with my plug-in that I've been working on, Oscape results in either invisible meshes or purple textures. Oscape does not, however, generate all the meshes; I still need the CK to do the furthest out ones (I think level 4).

So I guess the moral of the story is to finish all your LOD before you start working on your project... seems a bit counter-intuitive...
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Tanika O'Connell
 
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Post » Tue Jun 19, 2012 12:47 am

erm, wow not sure then. Sounds like you've made your worldspace wrong in the CK somewhere then. I had some weird problems like that generating from a .bmp using TESannwyn, never resolved them though, just stopped messing about with my generated images and imported them directly. Does the land look OK in the editor?
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Eire Charlotta
 
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Post » Mon Jun 18, 2012 6:52 pm

I think I found something out (that might have been already found out, not sure): Oscape's color map generation seems to work as long as your .esp is not dependent on skyrim.esm. I was able to generate meshes and textures that appeared just fine in a completely new plug-in (before doing any sort of landscape editing what-so-ever), but with my plug-in that I've been working on, Oscape results in either invisible meshes or purple textures. Oscape does not, however, generate all the meshes; I still need the CK to do the furthest out ones (I think level 4).

So I guess the moral of the story is to finish all your LOD before you start working on your project... seems a bit counter-intuitive...

Ah wait, there was a question actually.. is there a way to add custom landscape textures to a .esp file? If that's possible then couldn't you just add all the extracted skyrim textures and/or custom landscape textures to the .esp and then Oscape would generate them?
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Lavender Brown
 
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Post » Mon Jun 18, 2012 12:00 pm

I think I found something out (that might have been already found out, not sure): Oscape's color map generation seems to work as long as your .esp is not dependent on skyrim.esm. I was able to generate meshes and textures that appeared just fine in a completely new plug-in (before doing any sort of landscape editing what-so-ever), but with my plug-in that I've been working on, Oscape results in either invisible meshes or purple textures. Oscape does not, however, generate all the meshes; I still need the CK to do the furthest out ones (I think level 4).

So I guess the moral of the story is to finish all your LOD before you start working on your project... seems a bit counter-intuitive...
Impossible. The big issue with oscape's LOD is that it generated brown land color, even after you texture the land. You cannot generate your colored, edited LOD before coloring and editing the land... That's not the issue, the purple textures are due to mipmaps and oscapes compression. Use nConvert as listed in the other thread on LOD. The ONLY issues with Oscape I've had are no default-level water LOD, and solid brown land color. Everything else has a solution.
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Sophh
 
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Post » Mon Jun 18, 2012 1:52 pm

Still though, custom textures that the .esp is solely dependant on? Is this easy to import? Pretty sure earlier today ethatron confirmed that the .esm land textures seem to have no brown-texture problem as shown by an LOD mod for Skyrim itself -

OT: It's not that, because: http://skyrim.nexusmods.com/downloads/file.php?id=4834 , it's something else.

Which implies pretty strongly that dependent .esp files which don't link directly to the textures.bsa themselves are the issue. Importing custom textures I'm assuming would be directly referencing them, (unless oscape requires they are also in a .bsa.. possibly). You can't save over the .esm so any links to external textures would have to be native to the .esp - well it's worth a try. Any tutorials kicking about on adding custom textures?


EDIT - also, seem to have some half-OK results from a variety of stuff now -

http://imageshack.us/photo/my-images/819/screenshot10ej.jpg/

http://imageshack.us/photo/my-images/88/screenshot11sz.jpg/

That's using the CK to generate just meshes and LOD water (fairly quick at high priority, about 3 minutes for a 88x84 worldspace), then using the Skyrim beta of TES4qLOD to generate high quality 4096x4096/quad distant textures. Finally used Oscape to generate normal maps and chucked em in the same folder.

Not perfect, but then neither was my texture-painting skills in the CK - I just splashed a load of pretty contrasting textures everywhere so that blocky effect may be partly down to my lack of artistic skill and partly down to a lack of textures diffusing for some reason (a limitation of TES4QLOD I'm guessing from the readme that came with it). On the plus side a bit of clutter might tidy it up for the time being and at least it's not entirely brown yet got rid of the gridlines/huge black sections (those black sections you may see on those shots are actually representing a dark texture I painted on).
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Sheeva
 
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Post » Mon Jun 18, 2012 2:25 pm

That's using the CK to generate just meshes and LOD water (fairly quick at high priority, about 3 minutes for a 88x84 worldspace),
Dear god is your computer a feaking cyborg from the future!? My 64x64 (mostly flat and empty) worldspace took like 27 minutes! :shakefist:

:P
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benjamin corsini
 
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Post » Tue Jun 19, 2012 2:50 am

Is there a solution for the broken color generation of oscape? Does tes4lod makes them better? I haven0t tried it ...
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Lisa Robb
 
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Post » Mon Jun 18, 2012 4:28 pm

I just tried tes4qlod once more and came to no better result. When I make lods for my edited ESP, it gives me 238 textures of which 4-5 partially seem to have a bit of a snow color, the others are just flat. Nevertheless it didn't show up in game anyway. Only for myworld.esm it makes the complete thing, which is of no great use of course as it doesn't have any textures besides the default brown stuff. Besides that it shifts the whole thing, the vertex color map is not in the correct place, so I would further stick to Oscape with lod generation. BTW in my case Oscape doesn't give me any purple textures, it makes the whole brown thing, which looks very good (at least prior to landscape painting). I make the normals with Oscape too and tick only directX, so I think Nconvert is not necessary. That's not the problem for me.
As long as we cannot merge the files, or better the external tools get fixed once more to fully work, there's no way to finish this.
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Nuno Castro
 
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Post » Mon Jun 18, 2012 8:13 pm

may be there shoudl be a tool that picks a texture splits into several parts and rename the pieces grading the lightness to the correct one ...
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Scared humanity
 
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Post » Mon Jun 18, 2012 1:51 pm

Impossible. The big issue with oscape's LOD is that it generated brown land color, even after you texture the land. You cannot generate your colored, edited LOD before coloring and editing the land... That's not the issue, the purple textures are due to mipmaps and oscapes compression. Use nConvert as listed in the other thread on LOD. The ONLY issues with Oscape I've had are no default-level water LOD, and solid brown land color. Everything else has a solution.
I've had my LOD working with textures since the second thread (http://img535.imageshack.us/img535/6465/screenshot10yr.jpg), I know about nConvert. Currently, when taking my already-mucked about .esp and using Oscape to generate either meshes or colors, they do not work at all. I've followed the exact same steps as I took before when it worked beautifully, and now, Oscape's generation does not work. However, when I start a brand new world-space that I have not made dependent on skyrim, Oscape's generation works just fine. As soon as I make it dependent on skyrim and try to regenerate, nothing happens at all again.

Due to Ethatron's success regenerating the Skyrim LOD with textures, it would indicate to me there is something to do with .esm/.esp compatibility. I'd really like him to post an example of a custom worldspace he's made, and see what steps he's followed.
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Marcin Tomkow
 
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Post » Mon Jun 18, 2012 9:35 pm

I've had my LOD working with textures since the second thread (http://img535.imageshack.us/img535/6465/screenshot10yr.jpg), I know about nConvert. Currently, when taking my already-mucked about .esp and using Oscape to generate either meshes or colors, they do not work at all. I've followed the exact same steps as I took before when it worked beautifully, and now, Oscape's generation does not work. However, when I start a brand new world-space that I have not made dependent on skyrim, Oscape's generation works just fine. As soon as I make it dependent on skyrim and try to regenerate, nothing happens at all again.

Due to Ethatron's success regenerating the Skyrim LOD with textures, it would indicate to me there is something to do with .esm/.esp compatibility. I'd really like him to post an example of a custom worldspace he's made, and see what steps he's followed.
Indeed. If he can post how to fix this that would be awesome. Because my worldspace is going to use Skyrim as a master, and there's no going back now!
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Daddy Cool!
 
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Post » Tue Jun 19, 2012 3:15 am

Dear god is your computer a feaking cyborg from the future!? My 64x64 (mostly flat and empty) worldspace took like 27 minutes! :shakefist:

:tongue:

Haha, no it's an i7 930 OC'd to 3.8Ghz, it's got 12GB of triple channel ram too but I don't think it really seems to be using much of that for this task. It's possibly because I only had one box ticked for this, and that's the landscape mesh/water one. It can multithread on all 4 cores/8 threads for this task so when you set it to "high priority" it absolutely smashes it - does a decent job and haven't seen it crash yet either. Texture/normal generation in the CK still takes about half an hour, crashes several times during this process, and still just makes a mess with black lines all over it.

I'm curious now as to whether TNO's theory about dependency in general is correct about Oscape, or whether it's merely texture dependency. What I think is happening, is Oscape can only see direct file references within the .esp/esm in question. I'm going to do some experiments with this later (as my girlfriend wants dinner cooking now and her regular fix of Daryl Dixon on The Walking Dead, so may relieve me of my faculties should I sit on the PC all day) but if anyone wants to have a crack at adding a few custom .dds files then loading them up as landscape textures in a skyrim.esm dependent .esp file, be my guest. It'd answer a few questions if a landscape painted entirely in custom textures works in oscape.
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Kara Payne
 
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Post » Mon Jun 18, 2012 12:59 pm

Indeed. If he can post how to fix this that would be awesome. Because my worldspace is going to use Skyrim as a master, and there's no going back now!

Same we all want to know how to overcome the brown land darker terrain bug ...
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Sanctum
 
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Post » Mon Jun 18, 2012 3:54 pm

Haha, no it's an i7 930 OC'd to 3.8Ghz, it's got 12GB of triple channel ram too but I don't think it really seems to be using much of that for this task.
Oh... I'm stuck on my tiny duo core 2.7Ghz. D: I have the money to buy a new processor/motherboard I just need to pick one out. :P
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Spaceman
 
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