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

Post » Tue Jun 19, 2012 1:45 pm

Oscape using directx created green images that where not like normals so I let it di in png then converted with nconvert and could open them in photoshop like any normal map...
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Manuel rivera
 
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Post » Wed Jun 20, 2012 12:23 am

Oscape using directx created green images that where not like normals so I let it di in png then converted with nconvert and could open them in photoshop like any normal map...

Oh my... no, it's perfectly correct that they are green. Just try it and marvel at the difference.
I found that strange at first too. Yes, the the nconvert stuff looks like "normal" normals, hehe...

BTW, the vanilla Skyrim ones are green as well: http://img33.imageshack.us/img33/9530/tamriel16016n.jpg
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ezra
 
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Post » Tue Jun 19, 2012 6:46 pm

Whats with the green then ? Should I leave oscape generate green texture nirmals by directx checking?
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Invasion's
 
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Post » Tue Jun 19, 2012 3:50 pm

Yeah, just do it! I'm not very much of an expert in these things, so I can't explain that green phenomenon. I just know how to use the stuff, which suffices...
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Laura Hicks
 
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Post » Tue Jun 19, 2012 9:23 am

Green normal maps are just a different type of DDS compression than the usual purple normal maps. What I gather is that green maps are usually smaller.

Using nConvert to change pngs to DDS gets rid of the mipmaps (I think), which is probably why that wasn't working for you. At this latest update, absolutely everything is working just fine for me in Oscape, so you could probably delete nConvert off your machine.
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Baylea Isaacs
 
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Post » Tue Jun 19, 2012 9:26 pm

Whats with the green then ? Should I leave oscape generate green texture nirmals by directx checking?
Normals maps use color as a value to say something. I believe in this case it's how bright the land is. So green is just a level of brightness, not actually green.

Also, as of the last version, Ethatron fixed dds file generation for Oscape. You dont need to use nConvert anymore. Just generate the dds and install those. :D
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Maeva
 
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Post » Wed Jun 20, 2012 1:26 am

Good i will try then thanx ... As for making the lids of building trees etc how to?
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Darren Chandler
 
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Post » Tue Jun 19, 2012 4:32 pm

Good i will try then thanx ... As for making the lids of building trees etc how to?
What? Tree LOD? For that you just check the box in the CK and click generate. Then copy 'tamrieltreelod' and place it in the corresponding spot for your worldspace and rename it so the tree's appear.

Also, fun fact: My testers are now reporting that tree LOD has stopped being weird, but I didn't really change anything... I did generate the normal LOD file with Oscape, but that's it. Testers that had the non-dissapearing tree LOD say that it's not longer occuring... Odd...
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Trevor Bostwick
 
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Post » Tue Jun 19, 2012 6:09 pm

I'm still yet to venture into tree LOD.. it's starting to look like for my course I should put the creation kit aside for a couple of months and work my butt off at university now anyway. But it's good to hear the bug is intermittent and appears to have resolved itself. I suppose the best bet is just to test it extensively till someone can recreate it 100%. And yeah the .dds normals are green. I wondered about this but thought I'd test it in-game first and since there was no issues, I didn't worry about it.

oh and nconvert is tiny so might as well keep it, but it's also worth keeping for converting the .dds files into .tga as I believe that's part of the object LOD process.
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Rodney C
 
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Post » Tue Jun 19, 2012 9:06 pm

Green normal-maps have the Z and Y component switched, it's called a swizzled normal-map. No other special meaning.
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Amy Melissa
 
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Post » Tue Jun 19, 2012 6:18 pm

I used the green normals and this is the result a total mess....

http://img189.imageshack.us/img189/5465/77812528.jpg
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Brittany Abner
 
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Post » Tue Jun 19, 2012 2:52 pm

I'll have a look at my work procedure and see if I am doing anything different. Havent tried land textures yet.

One issue that has come up that may affect others doing large worldspaces.

Large esp's cant be loaded by the CK, this means that you cant link a large worldspace in the CK to skyrim.esm. If you cant link it then the game crashes after the latest update.

However by linking via wyre-bash you can run the esm. However if you dont link the esm for your worldspace to skyrim.esm in the CK, then save games dont work.

Catch 22 at the moment, either the game wont work, or the saves wont work.
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Elle H
 
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Post » Tue Jun 19, 2012 6:10 pm

After having wasted another whoole afternoon on trying tomake the DAMN lods with OScape I can safely say that it does not work !


I have a normal finely working heightmap generated with tesannwyn , I import that map in oscape with the esm created with gecko , then I can see from beginning the map has some holes, when read by oscape , what happens then is I generate the textures and all , but altough now they do not have that much tone difference in black using the green normals , they do not match the textures and in color and in line of sight , the sea lods to not follow and align with the terrain level and I have no idea why I can see my holes in the ground throught the sea when there shoudl be at least lods covering ....

anyone can tell me what's wrong with this program?


http://img263.imageshack.us/img263/4210/74152532.jpg
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Maria Garcia
 
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Post » Tue Jun 19, 2012 6:08 pm

Does your map work in Oblivion. If there are errors in the map then annwyn wont fix them and they will translate across. Whats the exact sequence youre using?
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Kellymarie Heppell
 
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Post » Wed Jun 20, 2012 1:04 am

Does your map work in Oblivion. If there are errors in the map then annwyn wont fix them and they will translate across. Whats the exact sequence youre using?

the map is fine works in tesannwyn and works in worldmachne , I don't have to test in oblivion , the esp read by oscape reads some holes that are not in the map ...

plus doesnt make the sea lod ...

and the central texture seems to have a weird black border , while the overall distant lod textures seem different ...


even when not using oscape it looks with no holes but Oscape messes somehow the raw map file ...
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Chris Johnston
 
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Post » Tue Jun 19, 2012 5:43 pm

http://img263.imageshack.us/img263/4210/74152532.jpg
This does not look like a problem in the LODs but in the heightmap itself. Does the huge gap appear directly in front of you char? Could you type "tcl" and make an aerial screenshot?
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Benito Martinez
 
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Post » Tue Jun 19, 2012 12:49 pm

Oscape is working fine for everyone else, so I don't think Oscape is the problem. If you're seeing holes in Oscape, it probably means that there are errors in the meshes that TESAnnwyn created. Have you tried loading the .esp created with TESAnnwyn into the CK and checking the heightmap for holes?

Besides the holes in your map it looks like the LOD is being generated fine.
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FirDaus LOVe farhana
 
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Post » Tue Jun 19, 2012 10:18 am

I loaded in CK and the map is fine when I scroll around all the cells , the heightmap is perfectly fine , but ... I am wondering if the problem may be in the height of the map generated? Should I still create the tesannwyn map at -2048 or -14000?
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Kelsey Hall
 
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Post » Tue Jun 19, 2012 11:42 pm

Bin the CK production of the map, Ive tried and failed too many times to bother with it now.
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Darlene DIllow
 
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Post » Wed Jun 20, 2012 12:48 am

by creating a -2048 landscape in tesannwyn solved the holes but , the sea lods are not yet created , and the textures of the actual game area and the surrounding lods are totally different ....


http://img13.imageshack.us/img13/6120/56616280.jpg
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SHAWNNA-KAY
 
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Post » Wed Jun 20, 2012 12:05 am

Sounds like you exceeded the height range.

This black area in front of the mountains, is this a hole or black LOD textures (its above your sea level, so it cannot be a missing sea LOD)? Looks like cut landscape
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CHANONE
 
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Post » Tue Jun 19, 2012 10:15 am

You don't need to change the height range in TESAnnwyn anymore. That's probably why your sea LODs aren't showing up.
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Laura Hicks
 
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Post » Tue Jun 19, 2012 11:48 am

What height are people putting in Tes Annyway? Mine is -8192 and in Oscape I leave the seaheight at 0 but no idea if this is right or wrong.
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Samantha Mitchell
 
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Post » Tue Jun 19, 2012 2:10 pm

You don't really need to use the -h modifier in TESAnnwyn anymore, now that Oscape allows you to set the sea LOD. Just generate your map with Annwyn w/o -h and set the sea level in Oscape to whatever you'd like it to be.
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Becky Palmer
 
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Post » Tue Jun 19, 2012 3:56 pm

where do u set this level height? I do not see any slot for it and I generated my tesannwyn at -2048 ....
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Tracey Duncan
 
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