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

Post » Tue Jun 19, 2012 10:34 am

I might have been wrong with my presumption. Actually when I delete the maps, then the dark area starts where yours ends it seems. So, as I said, I don't know where the problem lies...
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Jeneene Hunte
 
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Post » Tue Jun 19, 2012 11:34 pm

I solved the black holes by reducing the height in tesannwyn , my problem is the bichromatic difference wich is totally unacceptable in a working new terrain landscape :

http://img18.imageshack.us/img18/9898/20468118.jpg

plus the darkening is only relative to the edges of the local area ...
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DeeD
 
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Post » Wed Jun 20, 2012 12:04 am

Right now I would speculate, there is something wrong with the transition between the actual texture normals and the 1/1 normals. But you're the only one having this problem and if you've been using Oscape the same way like any of us, it must be a setting somewhere else...

But that last picture, that's something completely different again. That looks like landscape texture generated with the region editor. Where do you get all these new problems from over and over again...
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Matt Terry
 
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Post » Tue Jun 19, 2012 2:41 pm

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...

sounds good, I'll give it a go, thanks. Is geocontrol in the CK or is this a seperate program? I did notice some erosion features in the heightmap editor but left them alone for now. I'm trying this command if it sounds about right -

TESannwyn -p 1 -b 16 -h 8192 morrowind.esm

What are the settings I should save with in photoshop? I think there's a few but not entirely sure which ones to go for.
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Multi Multi
 
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Post » Tue Jun 19, 2012 5:05 pm

As I said I increased the texture difference to make it note better this is the exact steps I did :


1 take the raw map I created and import in tesanwyn with proper settings , 2048 x2048 with a color map ( vertex colors )
I load in CK and I adjoust the water height , then I painted in snow all the landscape so had more contrast of the color vertex map against the darker basic dirt texture

I save anc close ,

I open oscape and I load the esp file , it reads fine the map and I decide to generate at 1/32000 1/3 of skyrimmap , I set fill and surface and features maps and click generate with the highest map resolutions , checking also the override and the water basin , then I wait and when it's done I manually select the highest texture sizes instead of the default resolutions ( doing it differently produced no changes in the problems ) ...

then I load the ck and I see that oscape didn't even care to read any new texturing from the CK so seems it applies always the same texture multiplication vs the color map , SO I am wondering if all that are saying Oscape is working fine for them , have they done any vertex coloring and texturing ? couse it may work only for basic single texture ...
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jeremey wisor
 
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Post » Tue Jun 19, 2012 9:23 pm

then I load the ck and I see that oscape didn't even care to read any new texturing from the CK so seems it applies always the same texture multiplication vs the color map , SO I am wondering if all that are saying Oscape is working fine for them , have they done any vertex coloring and texturing ? couse it may work only for basic single texture ...

Yep, if you check most of my recent screenshots they are working specifically with new textures painted on. Did you try either the .esm or my texture-replacement workaround? It's in this thread somewhere...
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Jade Barnes-Mackey
 
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Post » Tue Jun 19, 2012 2:39 pm

sounds good, I'll give it a go, thanks. Is geocontrol in the CK or is this a seperate program? I did notice some erosion features in the heightmap editor but left them alone for now. I'm trying this command if it sounds about right -

TESannwyn -p 1 -b 16 -h 8192 morrowind.esm

What are the settings I should save with in photoshop? I think there's a few but not entirely sure which ones to go for.

It's a seperate program and you have to pay for it if you're not a rotten old criminal :whistling:

http://www.geocontrol2.com/e_index.htm

Import the RAW with 1 channel as 16bit for IBM PC, header 0 byte and of course the correct size. There are only two export settings, these should be header 0 and IBM PC, bit depth is exported as 16bit if this is the setting in the project, greyscale as well (think so), so there's not much to do wrong.
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Josh Trembly
 
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Post » Tue Jun 19, 2012 2:34 pm

Yep, if you check most of my recent screenshots they are working specifically with new textures painted on. Did you try either the .esm or my texture-replacement workaround? It's in this thread somewhere...
I cant find what workaround?
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Nadia Nad
 
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Post » Tue Jun 19, 2012 12:09 pm

well seems that since I am not able to make it work and it is said by you that it is working how about if somone onf you can chek and see how mine don't work?

also I am using the esp is it vital that I use an esm ?
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Heather Stewart
 
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Post » Tue Jun 19, 2012 2:24 pm

1 take the raw map I created and import in tesanwyn with proper settings , 2048 x2048 with a color map ( vertex colors )

Then the vertex color map seems to be the problem. I have a vertex color map from TESAnnwyn over my Cyrodiil map to find the landmarks. At a place where it's very apparent it looks like this:

http://img844.imageshack.us/img844/3599/screenshot13bb.jpg

which didn't bother me very much, since this is only for the landmarks, as I said and the texture beneath that looks fine. So there's your problem it seems.
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Samantha Pattison
 
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Post » Tue Jun 19, 2012 6:26 pm

also I am using the esp is it vital that I use an esm ?

Absolutely, make an ESM out of it and see how it works.
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Alexandra walker
 
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Post » Tue Jun 19, 2012 2:07 pm


Open the CK, load up your plugin as the active one and also Skyrim.esm
  • Go to Miscellaneous>TextureSet. This shows all the game textures used - since it shows everything type in "*landscape" into the filter field - this should isolate all the landscape texture references.
  • Go down the list of landscape texture references and duplicate each one. It'll come up with the same name with "COPY0000" appended to the end. Don't bother renaming them it'll take forever, plus the default copy ID leaves it next to the original texture which is handy for the next bit -
  • Now go to Miscellaneous>LandTexture - this is where the actual details of the texture's application are stored that the game itself references, additional stuff like grass etc. is in here, although you don't need to touch that right now.
  • Open up each LandTexture and you'll get it's info, go to the dropdown box where it says "TextureSet" and select your copied alternate version of the texture (the one with COPY0000 at the end). It should be the texture directly below the default one. There's a huge preview of it below anyway so you'll know if you've got it right.
  • Once everything's pointed at the right references everything should have a * next to it, indicating it's been edited. This should ensure the information is now contained within the .esp file directly.
  • SAVE!
  • Open up Oscape, point it at your plugin and generate the textures. If you need meshes, generate those while you're at it. I just generated DirectX colour/normals at the highest res it would let me (for some reason I can't tick 4096x4096 colour maps, is this just normal?)

NOTES - Lscrub01 has no texture apparently (although you can always assign one if you fancy).

LSnowCobble01 references a texture without the prefix 'landscape', just go back to texturesets and find "snowrock01" and duplicate it.

This straight away generated everything spot-on in oscape. It should also leave the references in-place for skyrim itself since you leave the editorIDs that skyrim uses intact while merely pointing them at duplicate textures - here's some shots of it -

Try that if you're working with a .esp, worked for me. There was another method using conversion to .esm but you'll have to look for it as I'm on the train right now and browsing on my phone is a pain.
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Sherry Speakman
 
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Post » Wed Jun 20, 2012 12:36 am

The important thing is that you convert to ESM first and then paint your textures in the new ESP. This is at least as I did it. I didn't bother with working on the original ESP in the first place, because the saving of an ESP of that size takes simply too long with that CK.
If you paint your textures first and THEN convert to ESM, then the new textures will seem to have vanished. That CK is really a pain in the Arsch...
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Anna Krzyzanowska
 
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Post » Tue Jun 19, 2012 12:08 pm

I did paint a base texture first and then convertted to esm to enhance the lightness of the dirt , replacing it ... result , Oscape didn't care for the texture same result as befoure....

I just wish that beth Released a "WORKING" Tool and not an bird's mirror with lots of bugs, dumbed down features and disabled others ...
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Kelly Tomlinson
 
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Post » Tue Jun 19, 2012 10:11 am

Try this:
  • Start over by creating your ESP with Annwyn anew, this time without vertex map.
  • Load the thing in CK as active, check also Skyrim.esm. When loaded save. Shut down CK.
  • Rename to ESM. Start CK, load the thing, save. Shut down CK.
  • Start CK anew, your plugin is listed as master. Save a new ESP.
  • Paint some texture, save, shut the thing down.
  • Generate lod with Oscape, install, test in game.
This is my method, which works so far...
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Kelvin Diaz
 
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Post » Tue Jun 19, 2012 12:10 pm

but I need the vertex map ...
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Dylan Markese
 
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Post » Tue Jun 19, 2012 10:26 am

The vertex map seems to be the reason for that abrupt color discrepancy, this phenomenon appears in my map too, rudimentary:
http://img844.imageshack.us/img844/3599/screenshot13bb.jpg
You should at least try it.
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P PoLlo
 
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Post » Tue Jun 19, 2012 2:14 pm

I tried the above method of the duplication of textures etc and now the Oscape thing loads the ID textures wich seems like a bug so that it didn't load in the beginning , anyway , the difference between the lod and the main area is still present and very visible ...
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Eileen Müller
 
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Post » Tue Jun 19, 2012 5:15 pm

Ja, like I said. That's the vertex map. Try painting it away, perhaps.
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Chenae Butler
 
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Post » Tue Jun 19, 2012 10:35 pm

This is what happens with max lod resolution by oscape , and the lods ... seems that even the lods are not that % precise as well as the textures do not look high res ...

for not talking of the grade color difference , and no , seems Oscape cannot handle well the vertex colors , this is a serious problem because any good landscape texturing woudl need texture color variations on terrain and oscape cannot handle this ....

now there shoudl be another way to handle that any ideas?

Oscape is nor working and this is a Fact now after two days trying any kind of solution , there is no solution unless the author fix it or someonelse comes with another tool ...

making a landscape withotu vertex colors is not a viable solution , unless you want to work out a nooblooking terrain ...

http://img812.imageshack.us/img812/6481/43026776.jpg
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noa zarfati
 
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Post » Tue Jun 19, 2012 10:00 am

WelI after two weeks trying ..... I just decided to finally give up with landscape modding . the current tools do not provide a satisfing and professional quality that I expect when working with tools , plus it is requiring too much guessing , tricks and magical spells to keep together something that shoudl be working as basics in the CK ... Since no words are given from bethesda if they will either fix or not those features I see no other solution than just drop further waste of time in vane attempts to make work something that obviously is just broken ...

Oscape does not provide a sufficent quality standard to work on landscapes and making a terrain without the possibility to use vertex colors woudl lead only to half done works and not professional looking .... wich is not a vialbe or acceptable solution for me ...
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Lauren Graves
 
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Post » Tue Jun 19, 2012 3:08 pm

So if that's the result of four threads about this topic with no statement whatsoever from any Bethesda guy about this specific problem, then the presumptions about Bethesda not being interested in seeing greater scale mods do further substantiate, it seems.
It has been confirmed that they work on the navmesh thing, but no single word about worldspaces, although this is obviously the most discussed topic in this forum. And the workarounds we found so far are not really satisfying.

So Bethesda, be honest with us, since this problem is consuming people's valuable time and energy, OUT-WITH-IT!
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Mike Plumley
 
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Post » Tue Jun 19, 2012 5:50 pm

I think by relying on Bethesda will be a ceaseless lesson in wasting ones time. Prometheus, I strongly suggest going in to L3dt. I am more than happy to walk through the entire thing together, step by step. I need to go back into L3dt to improve my own map then work bit by bit through oscape etc.
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Setal Vara
 
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Post » Tue Jun 19, 2012 7:40 pm

No vertex map = no good map , its already a complicate handpaint patchwork to work without proper landscape tools that the CK just doesnt have but wasting time in useless attempts to find a patch for the few features that are even broken is a total wast of time now , plus there is no official answer if they will or not solve it...

As for the rest of the development this was just the first step , I don't even want to think of all the rest following broken features that would stop if ever this one of the vertex map was solved ...
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Jake Easom
 
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Post » Tue Jun 19, 2012 1:30 pm

The vertex map seems to be the reason for that abrupt color discrepancy, this phenomenon appears in my map too, rudimentary: http://img844.imageshack.us/img844/3599/screenshot13bb.jpg You should at least try it.

Can you make me a download with: textures how they are suppose to be (CK probably) and your ESM/ESP? Maybe the vertex-colors need only to be gamma-corrected.
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Melissa De Thomasis
 
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