Creating new Worldspaces.....Discussion Thread #4

Post » Tue Jun 19, 2012 3:56 pm

With a heightmap through TesAnnwyn at -8192, what is the sea level setting for oscape?
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Danger Mouse
 
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Post » Tue Jun 19, 2012 8:58 pm

With a heightmap through TesAnnwyn at -8192, what is the sea level setting for oscape?
8192 + whatever height you want. You'll be able to see it in the preview window as well.
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Timara White
 
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Post » Tue Jun 19, 2012 3:53 pm

I see so having just generated it at 0 I will see it a long way below the ground. Oops! So basically I type 8192 in the oscape height setting for sea level if I want it to be where sea level was in L3dt when I made the map. yep?
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D LOpez
 
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Post » Tue Jun 19, 2012 4:38 pm

Hey everyone:
I've created a wiki page for this whole process! Please take a look at it and edit it as you see fit!
Since everything except for the object LOD (which I think is an engine issue, not a CK issue) is working, I went ahead and made a rough guide in the wiki:
http://www.creationkit.com/Creating_a_Custom_Worldspace_with_LOD

I think everything in there is correct, but it'd be nice if some people could confirm it.
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Aliish Sheldonn
 
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Post » Tue Jun 19, 2012 6:44 pm

Hey everyone:
I've created a wiki page for this whole process! Please take a look at it and edit it as you see fit!
Since everything except for the object LOD (which I think is an engine issue, not a CK issue) is working, I went ahead and made a rough guide in the wiki:
http://www.creationkit.com/Creating_a_Custom_Worldspace_with_LOD

I think everything in there is correct, but it'd be nice if some people could confirm it.
What do you mean Object LOD engine issue? My Object LOD works perfectly fine. :F

Though this raises the issue; is it your computer causing the issue, your computer when you generated lod that broke, or is it your worldspace that is bugged?
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Samantha Pattison
 
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Post » Tue Jun 19, 2012 2:16 pm

Hey everyone:
I've created a wiki page for this whole process! Please take a look at it and edit it as you see fit!
Since everything except for the object LOD (which I think is an engine issue, not a CK issue) is working, I went ahead and made a rough guide in the wiki:
http://www.creationkit.com/Creating_a_Custom_Worldspace_with_LOD

I think everything in there is correct, but it'd be nice if some people could confirm it.

Well I would say that's a start for the wiki page, but there's some inclarity in that. Why the thick "DO NOT SAVE" at the end of the TESAnnwyn bit. On the contrary I would recommend to save it with Skyrim as Master, then convert it to ESM with Wrye or by simply renaming to ESM loading anew, save, shut down, restart and here you go with your new ESM (sounds strange, I know - such is the way of Lord Bethesdarion).
Anyway after that you save a new ESP (which will not take so much time to save everytime like a 50 mb ESP - that's how I got there) and Oscape won't have any problems with the color lods, so the sentence "At the moment, Oscape will not generate color LODs from the .esp..." is not quite correct according to my experience.
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Jamie Lee
 
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Post » Tue Jun 19, 2012 4:30 pm

Wasn't there an issue whereby saving after generating landscape LOD flattened your landscape or something? I could be wrong as the issue got lost in about a million pages of debate, but I'm sure some people confirmed this as a potential bug. Maybe it was only with heightmaps you'd edited in the CK though.. not sure. I've personally had no issues as of yet.

But yeah oscape generates colour LODs, providing there's some kind of reference to the textures in the .esp/esm you're working with.

I've got a pretty comprehensive tutorial put together for object LOD now http://www.gamesas.com/topic/1354877-new-worldspaces-object-lod-and-region-generation/, I'll see about incorporating that into the wiki too.
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Siobhan Wallis-McRobert
 
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Post » Tue Jun 19, 2012 3:46 pm

Wasn't there an issue whereby saving after generating landscape LOD flattened your landscape or something?

Yeah, that evil curse out of the dark lords wicked mind hit me once after I generated LOD meshes with CK. Simple saving should not do that. How to get on with it without saving anyway?

Just back up your stuff, people!
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Josee Leach
 
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Post » Tue Jun 19, 2012 7:26 pm

I still have the dark lods any help?
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Nicholas C
 
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Post » Tue Jun 19, 2012 9:14 pm

Busy patch in RL but hopefully going to get back to work on the All-Tamriel heightmap Real Soon Now - has anyone done any testing on extending the Tamriel worldspace or has this all been separate worldspace? I'll follow tno's wiki page (good job, thanks) and see where the process leads if no-one else knows different.
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Deon Knight
 
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Post » Tue Jun 19, 2012 9:13 am

has anyone done any testing on extending the Tamriel worldspace or has this all been separate worldspace?

I'm doing Cyrodiil, Elsweyr and Valenwood as a seperate worldspace just for fun right now by extending the Oblivion map. Extending Tamriel that far is something this so called Creation Engine is not capable of right now I guess. The CK is not even a 64bit software, it's ever fascinating to watch the RAM go up to the 32bit barrier in the task manager until the bleeding CK finally crashes.
BTW, what tool is best to use to add a master to an ESP, does anybody know that? When I do this with Wrye, Skyrim doesn't recognise the savegames properly and I end up in that Riverwood pub. It's simply not possibly to save a 256x256 worldspace with that oldfashioned darling of an editor.
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ruCkii
 
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Post » Wed Jun 20, 2012 1:46 am

Guys, if you are having issues with LOD not disappearing when you come close and/or LOD not appearing in regions far from where you load the world the first time, it can be fixed by making your worldspace a child of Tamriel/DefaultWorld, even with all inheritance flags disabled. You can do this in the Worldspace menu. It will cause your worldspace to make use of the Tamriel 3D map though. If you are making a Total Conversion that has nothing to do with TES, you can always replace Tamriel's level 16 LOD files with your level 16 LOD files and then it's fixed.

I'll let you know if I find a proper fix for these LOD issues without making your worldspace a child of world formID 0000003C.
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Jeneene Hunte
 
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Post » Tue Jun 19, 2012 10:39 pm

By object LOD not working, I was referring to the fact that it pops in incredibly close. Or is this not actually the issue I thought it was?

Also keep in mind that it is a wiki! That means anyone can (and should) edit it to their hearts content! You were right; the part where I put the bold DO NOT SAVE was not actually the part where you shouldn't save; I was thinking of the flattening bug that happens after you generate world LOD.

I don't really understand the .esm/.esp thing- which issue does it solve? I've never done it so I wouldn't be a good person to update the wiki with, but if you've got a consistent working solution I say let the world know! What I posted was just a start - a process that worked pretty well for me. Not necessarily the finished product, though.
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Taylor Bakos
 
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Post » Tue Jun 19, 2012 2:18 pm

I don't really understand the .esm/.esp thing- which issue does it solve? I've never done it so I wouldn't be a good person to update the wiki with, but if you've got a consistent working solution I say let the world know! What I posted was just a start - a process that worked pretty well for me. Not necessarily the finished product, though.

It's quite an easy thing, just rename your ESP to ESM, start CK, save it, and the next time you start the CK you will notice, that CK in fact lists it as master.
I don't know how large your worldspace is, but working on a 128x128 thing this is very recommendable, because I noticed that after the third save or so it gets painfully long to save the ESP, including corrution possibility.
As soon as your plugin is an ESM, you can save it as new ESP, which will be 1 kb at first I would guess.

Let's see, perhaps I'll update the wiki page, I've never done such a thing before.
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Luis Reyma
 
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Post » Tue Jun 19, 2012 7:38 pm

Ah, interesting. Mine is indeed 128x128 and the saving does take minutes. So - you save as an .esm, which you treat as just a ground work, and then create content in the .esp? Or do you create new .esps every save? Do you still load skyrim.esm after you've made your .esm?
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JD bernal
 
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Post » Tue Jun 19, 2012 2:30 pm

Ah, interesting. Mine is indeed 128x128 and the saving does take minutes. So - you save as an .esm, which you treat as just a ground work, and then create content in the .esp? Or do you create new .esps every save? Do you still load skyrim.esm after you've made your .esm?

When the ESP now being an ESM was saved with Skyrim as Master the first time (still being ESP), then it will of course load Skyrim.esm as well.
You don't have to create new ESPs all the time, only when they reach a certain size.
AND: the disappearing objects problem is solved by that. But beware: when you convert the thing to a new ESM and you have painted texture and edited height before that, then these edits will seem to be gone IN GAME, not in the editor. To solve this, you have to create a new region (in the region editor) with objects enabled (with no objects at all of course) and generate these non existing object in the affected region OR edit every affected cell manually by applying an insignificant smoothing to any point in that cell for example.
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CHANONE
 
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Post » Tue Jun 19, 2012 8:58 pm

Guys, if you are having issues with LOD not disappearing when you come close and/or LOD not appearing in regions far from where you load the world the first time, it can be fixed by making your worldspace a child of Tamriel/DefaultWorld, even with all inheritance flags disabled. You can do this in the Worldspace menu. It will cause your worldspace to make use of the Tamriel 3D map though. If you are making a Total Conversion that has nothing to do with TES, you can always replace Tamriel's level 16 LOD files with your level 16 LOD files and then it's fixed.

I'll let you know if I find a proper fix for these LOD issues without making your worldspace a child of world formID 0000003C.
I have this issue with LOD trees not fading and I am making a TC. Won't replacing the level 16 LOD files cause problems for people playing the vanilla game?
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kyle pinchen
 
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Post » Tue Jun 19, 2012 11:17 am

EDIT: As for tree LOD, it just worked... I placed normal tree's in the world, and said 'generate tree lod' in the CK. Copied and renamed the Tamriel tree lod file. I don't get the bug, HOWEVER some of my testers do, while others do not. It appears to be a per-system basis, where some people get the tree bug with new worldspaces, while others do not... :(
Is your world a child of the Tamriel worldspace? Do the testers who have the bug have a specific kind of graphics card or other system-related commonality?
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Danny Warner
 
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Post » Wed Jun 20, 2012 12:22 am

Well I have now managed to produce through Oscape an entire 16x16 quad worldspace with LOD, not tried statics etc yet or the -64 to +64 bug stuff, but getting there.
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ImmaTakeYour
 
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Post » Tue Jun 19, 2012 9:37 pm

By object LOD not working, I was referring to the fact that it pops in incredibly close. Or is this not actually the issue I thought it was?

I thought this as well, but I just tested it with Skyrim itself and a huge object (the rock Winterhold college is on) I thought it was just my mod but Skyrim also has crappy texture pop-in - the difference is that Skyrim is distracting you with large amounts of awesome. That and the weather. I just think, well in my case at least, perspective of distance is distorted by what is currently quite a crude landscape. In skyrim the object LOD is very busy and features a huge amount of rocks and objects so it's far less noticeable when stuff pops in. Once you clear up the weather, turn clipping off and use 'player.setav speedmult 500' so you can zip around it seems to behave exactly the same as my mod.
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Oceavision
 
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Post » Tue Jun 19, 2012 2:15 pm

I still have the dark lods any help?
Up!
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Michael Russ
 
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Post » Tue Jun 19, 2012 6:18 pm

I did them like 10 times and I always get the same results what shoudl I change?
Don't trust any software. Could you check with the file manager that in textures\terrain\ you have both the textures and normals? If so, check the files with gimp...
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Lucy
 
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Post » Wed Jun 20, 2012 1:41 am

Irfanview has a thumbnails functionality for dds, you could try that to check the files (if you haven't done this already).
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maria Dwyer
 
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Post » Tue Jun 19, 2012 11:58 pm

Don't trust any software. Could you check with the file manager that in textures\terrain\ you have both the textures and normals? If so, check the files with gimp...

I do because I converted the normals with the nconvert as said in the tutorial , but what shoul dI check with gimp? I could open fine the normals and looked fine ....
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katie TWAVA
 
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Post » Tue Jun 19, 2012 9:01 pm

You don't need nconvert for that. Haven't you tried doing it solely with Oscape? Follow the steps on the wiki page or use my method by converting the ESP to master and then use Oscape to generate all the lods.
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Abi Emily
 
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