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

Post » Mon Jun 18, 2012 3:51 pm

i've figured out that I can use the World Height Editor to draw, export (without saving) and generate land with TESAnnwyn.
However there is one 'large' problem I've noticed.

the original Q1-4 raws, work Great.
However, trying to 'merge' them together.. Doesn't (And by doesn't, I mean it doesn't generate a useable landscape at all.)

They are in a world space (atm) Simply loading all 4 quads in the editor, creates duplicate world spaces.... Which doesn't solve the problem, of making this landmass, the size its supposed to be.

I've tried using TESVSnip, to no sucess.
nor can I use '4' raw files to generate '1' esp file...

Anyone have any kind of idea how to get past this hurtle?
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Reanan-Marie Olsen
 
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Post » Mon Jun 18, 2012 2:01 pm

Ok generated the LOD, water is visible in the distance, but the land is still purple. Generated all through Oscape. I checked png. Any ideas?
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Dawn Porter
 
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Post » Mon Jun 18, 2012 12:04 pm

Okay guys.

Im starting work on making a full blown tutorial for doing all this. I have to pick up a mic tomorrow (mine has disappeared), but the text version is already coming together for me to work off.


Hoping to run through all stages of maknig a new world in every detail.
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Tyrone Haywood
 
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Post » Tue Jun 19, 2012 2:26 am

Brilliant news, I was writing one as I went along but clearly have a few bits to learn! Still stumped on getting rid of the purple though. Seems to be my one sticking point now.
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sunny lovett
 
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Post » Mon Jun 18, 2012 12:52 pm

Brilliant news, I was writing one as I went along but clearly have a few bits to learn! Still stumped on getting rid of the purple though. Seems to be my one sticking point now.

I started writing...but i found there are just to many intrustions and whatnot to do. Much quicker to simply do up a long video tutorial.

That way I can also go into creating heightmaps in photoshop and really make it a proper A-Z of worldspace making.
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Spaceman
 
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Post » Mon Jun 18, 2012 3:35 pm

I think I'm getting there slowly, but anyone got any idea why I'm seeing this?

[IMG]http://img.photobucket.com/albums/v102/Fornost/2012-02-18_00001.jpg[/IMG]
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Allison Sizemore
 
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Post » Mon Jun 18, 2012 9:54 pm

Press F5. It looks like an issue I constantly have when I start adding object, although my issue looks more like culling (the grey "fog").
If that doesn't work, save and load a different worldspace or interior, then reload that worldspace.

But I could be wrong, so ....
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Mrs Pooh
 
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Post » Mon Jun 18, 2012 4:23 pm

It actually in game :/

I've figured out the weird swrily patterns. They were almost invisible marks in the heightmap that were coming through in the LOD normals. I've fixed that.

But I don't understand why the middle distance LOD isn't blending and looks so terrible :/
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Laura Simmonds
 
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Post » Mon Jun 18, 2012 8:14 pm

I get exactly the same issue as yours. Middle distance doesnt blend well, purple textures after that, then what seems normal further out.
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Jessie
 
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Post » Mon Jun 18, 2012 4:26 pm

I'm guessing other people are still getting this?
In CK: [IMG]http://i730.photobucket.com/albums/ww309/themitchguy/CK.png[/IMG]
In Skyrim: [IMG]http://i730.photobucket.com/albums/ww309/themitchguy/ScreenShot2.jpg[/IMG]
A .png file created by Oscape in a TEX-2048 folder: [IMG]http://i730.photobucket.com/albums/ww309/themitchguy/sovngardebriiaazhahnu40-16_n.jpg[/IMG]
I placed the .dds files from common\Source\DDSTextures\Terrain to common\skyrim\Data\textures\Terrain... this is the ONLY step that has done anything useful so far, as it allowed the LOD to be seen, albeit it's purple(?) I have no idea, I'm really colorblind.
I've tried converting the .png files to .dds, but can't get oscape to recognize them to install the files anywhere.
Side note, Oscape won't give me the option to "recover" anything at all that it generates and "installs." the only choice in the install tab for mesh is "none." :down:

EDIT: fixed the purple landscape, I set the LOD generator to "compressed and source" instead of just "source only." This probably because all the important texture files are in the skyrim.esm? Not sure.
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Gemma Flanagan
 
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Post » Tue Jun 19, 2012 1:04 am

I still cant get past the strange purple haze in the near distance. No matter how many times I generate with Oscape, it still provides a purple haze. Ill post a pic.
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ONLY ME!!!!
 
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Post » Tue Jun 19, 2012 1:35 am

Hey there! It's great to see you all getting this thing to work. Since the creation kit is released I tried to create a heightmap (never did this before so it's new territory). I'm currently using L3dt and I have some problems with the dimensions and all that stuff. Is right that I have to create four heightmaps with L3dt (one for the upper left quarter, one for the upper right one and for the lower ones)? If yes how do you do smooth transitions between the four heightmaps? And what about the dimensions of those heightmaps? 512x512 or 1024x1024? As I said before this is all new for me, I never did a heightmap before and I don't know much about Skyrim's heightmap scale.. I hope you understand my english as I'm not a native english speaker. Thanks for you help. :)
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bonita mathews
 
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Post » Mon Jun 18, 2012 7:06 pm

No just create in a single square map. You can ask it to split into bits but its pointless as you will just end up exporting the whole map as a single RAW image. Make sure your setting are as follows in L3DT:

http://www.gamesas.com/topic/1294549-l3dt-as-a-heightmap-tool/page__p__19609429__hl__l3dt__fromsearch__1#entry19609429

This is the original L3dt working it out post. I followed the instructions there.

It will take some time to do the map, so drop back here before producing it as a raw image.
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luis dejesus
 
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Post » Tue Jun 19, 2012 1:31 am

Okay guys.

Im starting work on making a full blown tutorial for doing all this. I have to pick up a mic tomorrow (mine has disappeared), but the text version is already coming together for me to work off.

Hoping to run through all stages of maknig a new world in every detail.

This would be great, I don't know about others but I still get confused by some of the finer points of the process. Maybe start with simple stuff for newbies to the whole thing, so it's all in one place.

I'm actually in the position where I have 2 high end i7 quad core gaming PCs (desktop and a laptop) but seem to fall flat at some of the fundamentals - following guides that simply say "do this, then do this, then select these things, then press a button here" doesn't really help when something goes wrong since you're left without a good idea of what you've actually just done and why. You can search threads but they tend not to be linear so you're reading 4 conversations at once attempting to link up relevant information.

One quick question actually - a "quad", right in the skyrim editor, in the little generated 'overview' window - is a "quad" the highlighted area of 4 squares, or is each square a quad and highlighted as a set of 4 quads? Here's a pic -

https://skydrive.live.com/redir.aspx?cid=1d26cdb31c1539fa&resid=1D26CDB31C1539FA!282&parid=root

just checking because I read there were issues with large worldspaces, if that's one quad I'm fine although it looks like I should shift the map down/left a bit somehow.
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Joey Bel
 
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Post » Mon Jun 18, 2012 7:38 pm

just checking because I read there were issues with large worldspaces, if that's one quad I'm fine although it looks like I should shift the map down/left a bit somehow.
I'm not an expert, but I took a look at http://img13.imageshack.us/img13/8141/problemarea.png and it looks like all of the small squares are quads (since a breadth of 4 quads is the safe zone). It looks like your heightmap will be fine either way.

Actually, you may have to recenter because I think the point between the green quads is your worldspace origin, and you can't expand more than two quads sideways from it.
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OTTO
 
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Post » Mon Jun 18, 2012 9:48 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).

Its in the World LOD of the CK, somebody got this error too? Is there anything to help out?

I created a new land in the Tamriel Worldspace and if i click generate Static Objects, i run into this error ...

:swear:
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Naomi Ward
 
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Post » Mon Jun 18, 2012 9:05 pm

Not had that one yet, but bumping to get you some help if available.
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Gisela Amaya
 
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Post » Tue Jun 19, 2012 12:19 am

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).

Its in the World LOD of the CK, somebody got this error too? Is there anything to help out?

I created a new land in the Tamriel Worldspace and if i click generate Static Objects, i run into this error ...

:swear:
Ran into this as well, You'll have to do a few steps:

- extract the textures from "Skyrim - Textures.bsa" in your data folder, into the data/textures folder. I used Fallout Mod Manager.
- find any textures of the objects you're using in your WS, and convert them from .dds to .tga. I used nConvert with the command line "nconvert -out tga *.dds"
- You then need to stick the tga files into your steamapps/common/Source/TGATextures folder, you may have to create the folder yourself. I'm not sure where your mountainridge02 would go in there, you'll have to do some tinkering around until you get it right.

Hopefully this will get you on the right track, as it worked for me.
Now all I'm getting is a stupid error where a few of my objects won't create LOD because they're "under the landscape"
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Matthew Aaron Evans
 
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Post » Mon Jun 18, 2012 12:34 pm

Hopefully this will get you on the right track, as it worked for me.
Now all I'm getting is a stupid error where a few of my objects won't create LOD because they're "under the landscape"
Wait, do you guys have object/tree LOD generating with the CK mostly working?!?
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Danial Zachery
 
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Post » Mon Jun 18, 2012 3:40 pm

Any ideas about getting past the purple landscape? I am stumped on this one.
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Jonathan Braz
 
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Post » Mon Jun 18, 2012 3:33 pm

Wait, do you guys have object/tree LOD generating with the CK mostly working?!?
Sometimes it does, sometimes it doesn't. Just play around with it a lot, as i've been doing this pretty haphazardly so I've never been getting the same results :biggrin:. I'm terrible at remembering and/or documenting my steps. Just remember to put the tga files into your tgatextures folder.

Any ideas about getting past the purple landscape? I am stumped on this one.

Have you tried generating, close the CK, placing files correctly, and doing it once or twice again? For some reason that worked for me. Also, I think you must have the "compressed and source" checkbox checked. let me know how it goes.
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Nadia Nad
 
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Post » Mon Jun 18, 2012 6:24 pm

Problem solved for me - place object - double klick - check "is full lod" -
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Yung Prince
 
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Post » Mon Jun 18, 2012 3:09 pm

I'm not an expert, but I took a look at http://img13.imageshack.us/img13/8141/problemarea.png and it looks like all of the small squares are quads (since a breadth of 4 quads is the safe zone). It looks like your heightmap will be fine either way.

Actually, you may have to recenter because I think the point between the green quads is your worldspace origin, and you can't expand more than two quads sideways from it.

Yeah I was thinking that, and yes you're right I forgot it's 4 quads width. Oh well that's not so bad then. I'll just see if TESAnywynn or Oscape can move the central point.

Problem solved for me - place object - double klick - check "is full lod" -

So, once again sorry for the noob questions - does this mean we generate LOD for landscape and objects seperately, and we can generate LOD for objects in the editor without as much hassle?
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GPMG
 
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Post » Mon Jun 18, 2012 10:22 pm

"is full lod" - with this command you exclude the object from the lod
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Lewis Morel
 
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Post » Mon Jun 18, 2012 4:19 pm

Any video tutorial to show how this works?
Only get errors with oscape "There is no data about this worldspace in the active plugin.list"
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Nice one
 
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