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

Post » Tue Jun 19, 2012 12:54 pm

Also what's with the black shadows on border of my close up region ? loooks really weird .... any idea how to fix this?
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Jerry Cox
 
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Post » Tue Jun 19, 2012 10:10 am

While we're on the subject of heightmap editing.. does anyone know the best way to manually edit a generated .bmp from TESannwyn? I tried modifying one in photoshop (adding together solstheim and vvardenfell landmasses) by using the eyedropper to get the 'deep sea' colour that TESannwyn generated and filling in the gaps with that.. but in my mod I got crazy giant walls all round the mod, and an awful lof of landscape errors too. I'm assuming there's a specific mode/way in which to edit a 16bit bmp generated by TESannywn as well as specific save settings. Obviously in my case something's going awry during the image editing process.
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jodie
 
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Post » Tue Jun 19, 2012 4:51 pm

Could someone tellme how to get rid of this final problem ? I coudl manage to work around most of the others atm but this I can't ... how to fix this weird large square allaround the player different tone / texture?
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Latisha Fry
 
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Post » Tue Jun 19, 2012 4:11 pm

Any ideas?
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Marine x
 
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Post » Tue Jun 19, 2012 10:57 pm

Have you listened to any of our previous ideas?

Start from scratch.

Use TESAnnwyn to generate the .esp. Do NOT use the -h modifier. You don't need to
Load that .esp into the CK, check for holes
Use Oscape to generate meshes, colors, and normals, using the information provided in the wiki (the link is a page or so back). Set the sea level in Oscape to whatever you want. You set the sea level at the bottom of the preview tab.
Install all of these using the Oscape installer.

We've all been successful with this, so there's a step you must be missing.
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Damned_Queen
 
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Post » Tue Jun 19, 2012 3:41 pm

did you read my latest post?

I more or less fixed some stuff but I do still have this square level not matching the surrounding lod textures check the pic for what I mean ...


http://img840.imageshack.us/img840/4299/82774736.jpg
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Katie Louise Ingram
 
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Post » Tue Jun 19, 2012 3:39 pm

While we're on the subject of heightmap editing.. does anyone know the best way to manually edit a generated .bmp from TESannwyn? I tried modifying one in photoshop (adding together solstheim and vvardenfell landmasses) by using the eyedropper to get the 'deep sea' colour that TESannwyn generated and filling in the gaps with that.. but in my mod I got crazy giant walls all round the mod, and an awful lof of landscape errors too. I'm assuming there's a specific mode/way in which to edit a 16bit bmp generated by TESannywn as well as specific save settings. Obviously in my case something's going awry during the image editing process.

The gaps you are talking about, are they white? Have you exported the map without raising the height? For the Oblivion.esm I have to raise the height by putting -h 8192 into the commandline for TESAnnwyn, Morrowind should be no different. The exported map should be almost completly black, then you raise the brightness two times by 150 to be able to edit it properly. When you're done, you lower the brightness again by the same values. Don't forget to make use of blurring filter to soften cliff walls, but of course not for the complete map.
Take a look into the TESAnnwyn readme for this too.

Here's my RAW export setting for Oblivion.esm:

TESAnnwyn -p 1 -b 16 -h 8192 -w Tamriel Oblivion.esm

I use RAW rather than BMP, but both should work. But are you sure your BMP edited and saved with Photoshop was 16bit greyscale in the end?
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Bloomer
 
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Post » Tue Jun 19, 2012 9:26 pm

have you seen my picture guys?
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Heather Dawson
 
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Post » Tue Jun 19, 2012 9:17 am

Am I the only one having this step color difference between the main square and the surroundings?
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alicia hillier
 
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Post » Tue Jun 19, 2012 7:14 pm

The gaps you are talking about, are they white? Have you exported the map without raising the height? For the Oblivion.esm I have to raise the height by putting -h 8192 into the commandline for TESAnnwyn, Morrowind should be no different. The exported map should be almost completly black, then you raise the brightness two times by 150 to be able to edit it properly. When you're done, you lower the brightness again by the same values. Don't forget to make use of blurring filter to soften cliff walls, but of course not for the complete map.
Take a look into the TESAnnwyn readme for this too.

Here's my RAW export setting for Oblivion.esm:

TESAnnwyn -p 1 -b 16 -h 8192 -w Tamriel Oblivion.esm

I use RAW rather than BMP, but both should work. But are you sure your BMP edited and saved with Photoshop was 16bit greyscale in the end?

It certainly wasn't greyscale. I simply exported to .bmp from my morrowind.esm and bloodmoon.esm files, keeping the settings pretty much default. Here is a very much scaled-down version of the images it comes out with spliced together -

http://imageshack.us/f/407/morrowindsols01.jpg/

I had no problems whatsoever exporting the morrowind map as-is, that works exactly as intended, as does solstheim. I can only assume the errors have something to do with the way I save and/or edit the image in photoshop since that's the only difference. Unfortunately I don't seem to be able to find photoshop's "leave the file format the hell alone" option. If there even is one.
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Vicky Keeler
 
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Post » Tue Jun 19, 2012 6:11 pm

One has to keep in mind that the bmp which TESAnnwyn is using is binary data encoded into a bmp. With gimp it is possible to see the hex number for each pixel. This corresponds to a signed integer. If the color changes (maybe even invisible with your eyes) it can end up with a complete different number and therefore height.
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Sun of Sammy
 
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Post » Tue Jun 19, 2012 6:25 pm

I would just like to know how to fix the different central square texture brightness/color with the surrounding lods ... any help?
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Taylor Tifany
 
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Post » Tue Jun 19, 2012 7:32 pm

It certainly wasn't greyscale. I simply exported to .bmp from my morrowind.esm and bloodmoon.esm files, keeping the settings pretty much default.

The image has to be greyscale to be edited in photoshop. You can export a worldspace and subsequently import it to an ESP as color map and without raising the height. However if you want to edit it, you will have to take the steps that I took. Don't ask me why, it's all explained on the TESAnnwyn website or the readme I think...

Anyway: 16bit, greyscale, -h 8192 and I would suggest tu use RAW...

BTW, you can use Geocontrol to add some natural looking erosion to the morrowind maps...
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naome duncan
 
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Post » Tue Jun 19, 2012 12:16 pm

I would just like to know how to fix the different central square texture brightness/color with the surrounding lods ... any help?

I really don't know what the problem is in your case, so I can't help you right now. But I would suggest to start over and exactly follow all steps recommended in this forum and on the wiki. Also here's a blog which is quite helpfull:

http://hoddminir.blogspot.com/
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Darlene DIllow
 
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Post » Tue Jun 19, 2012 10:15 pm

I have spent the whole afternnoon of yesterday and evening of my few free time to do redo and redo always with the same result the central part wich is obviously not a lod do not match the lod colors ....WHY?
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Lyndsey Bird
 
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Post » Tue Jun 19, 2012 11:28 am

Could someone tellme how to get rid of this final problem ? I coudl manage to work around most of the others atm but this I can't ... how to fix this weird large square allaround the player different tone / texture?
Find out exactly which cell that black square is in, manually check all the files relating to that cell with GIMP or some other image editor, and report back. I'm guessing you changed something without realizing it, and it could be anything.
Also... Why TESAnnwyn? I use a program called LODFileGenerator for my LOD, and Oscape for the rest. Try using the generator program, http://hoddminir.blogspot.com/2012/02/lod-file-generator.html

also, are you deleting all the files that are generated in your whole process each time? It's a good idea to start fresh each time.
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Isabell Hoffmann
 
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Post » Tue Jun 19, 2012 10:23 pm

there is not a black square the cell is the non lod one the same one where is the player , it moves with the player ...
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Mark Churchman
 
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Post » Tue Jun 19, 2012 10:42 am

Also... Why TESAnnwyn? I use a program called LODFileGenerator for my LOD, and Oscape for the rest. Try using the generator program, http://hoddminir.blogspot.com/2012/02/lod-file-generator.html
TESAnnwyn does not generate the .lod files, it is used to convert the raw file (heightmap) to an esm
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Bellismydesi
 
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Post » Tue Jun 19, 2012 6:44 pm

I use a program called LODFileGenerator for my LOD, and Oscape for the rest.

Why not Oscape for both?
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Kortniie Dumont
 
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Post » Tue Jun 19, 2012 10:10 pm

TESAnnwyn does not generate the .lod files, it is used to convert the raw file (heightmap) to an esm

I used tesannwyn to convert my raw map file and load in it the color map , It looks fine ingame , then I use oscape to generate the lods , the lods look ok but I still have this differentiation between the main square where the player is and the surrounding lods squares .... I have no idea how to fix this and probably due to oscape not generating right color difference between the in esp color map loaded and the interpreted one I guess but how to fix this ?
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Lavender Brown
 
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Post » Tue Jun 19, 2012 8:12 pm

I am wondering if the problem may be couse oscape do not generate surface textures applied ?
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emma sweeney
 
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Post » Tue Jun 19, 2012 9:25 pm

I am wondering if the problem may be couse oscape do not generate surface textures applied ?

http://img840.imageshack.us/img840/4299/82774736.jpg

I would say, that in the black area the lod files are simply missing. These would be the 1/1 normal maps I would suspect. The ones with the 4 right after the worlspaces name and the _n suffix. Check if they exist, I would almost bet they don't. Regenerate them with Oscape and this time make sure 1/1 at normals is checked.
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Tracey Duncan
 
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Post » Tue Jun 19, 2012 12:47 pm

they are all there , I have generated all normals 0 1 2 and 3 ...
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Laura Samson
 
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Post » Tue Jun 19, 2012 12:07 pm

When I delete the 1/1 normals from the textures folder then I get exactly that result in your picture, so the problem has something to do with that. It surely is not Oscape that's not working if the normals in deed exist. perhaps it's some ini setting or whatever, I don't know...
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Quick Draw
 
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Post » Tue Jun 19, 2012 5:16 pm

I redid my LOD using a proper bit-flipped master and got my LOD trees to work properly (fade as you approach). The key is generating the trees with a master and playing with a master. If I play with an .esp or .esp + .esm I get the LOD tree problem, so it's definitely related to using plugins. I now have 100% working LOD, except for the shadows that Prometheus is reporting, which I can fix manually.

they are all there , I have generated all normals 0 1 2 and 3 ...
Look at your lod textures in an image editor. If there are any black areas on your landscape textures they will show up in game like that. I get the same thing with my LOD...because it's trying to make terrain textures using cells that 'don't exist'. My worldspace is small, so most of my textures have black areas around the outside of one or two edges where there are no cells for the generator to draw data from. You can fix it by bucket-filling the black areas in your textures. I have the same effect--mid-range textures that are almost black and move with the player--and I have been able to fix it. As soon as I filled in all the black areas in my textures, the shadow went away. The trick is you have to do it on every mipmap and preserve the mipmaps when you save the file. That's been my experience, in any case. If it's not the same thing in your case then we're getting the exact same effect from two different problems.
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Claire Jackson
 
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