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

Post » Tue Jun 19, 2012 9:02 pm

Its been a while since I dropped in here and quite a lot of progress has been made it seems. Using Oscape and TesAnnwyn, has anyone yet produced a fully working distant water, distant land with proper textures, map?

If so could they post their walk-through so I can catch up.
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Claudia Cook
 
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Post » Tue Jun 19, 2012 11:40 pm

Works for me flawless too - a big thank you for this workaround !!

http://i42.tinypic.com/vpg5yt.jpg

http://i42.tinypic.com/nbykpi.jpg

http://i42.tinypic.com/jrb7s0.png

http://i41.tinypic.com/23sut8w.jpg
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Skivs
 
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Post » Tue Jun 19, 2012 2:40 pm

..wait! This wouldn't be specific to worldspace .esp's generated with TESannwyn would it?

I made my ESP with TESAnnwyn as well. My Custom HiRes textures are in a subfolder called HiResMod for Backup as long as I work with the CK and don't play anything. I also extracted all meshes and textures from the BSAs to a subfolder called unpacked. It should be impossible that Oscape references to these things as long as they don't have the correct folder structure, should it?

Edit:
Of course not! I moved all the folders to the desktop, generated the lods anew and there was no difference. It was all there, read from the archive.

Second edit:
Hm well I've got wrye bash too so shouldn't think so, although I've done very little with the actual program. And yeah I checked "surface map" and "feature map" boxes in Oscape. Maybe the hires update has something to do with it, I was wondering that. If you go into the CK in your plugins and check Miscellaneous>Landtextures, do the entries (or at least the names of textures you've used) have * little asterisks next to them? I'm thinking you just need to have altered the textures in some way and they just work. Maybe using the highres textures instead creates an entry in your .esp whereas the vanilla skyrim ones don't.

There's no asteriks thing at all. I don't even activate the HiRes plugins in "Data" to be loaded with the active plugin, if that would make any difference at all.
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Amanda Furtado
 
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Post » Tue Jun 19, 2012 7:31 pm

So here's my whole process for you to compare:
  • Make a new ESP with TESAnnwyn
  • load the thing in CK with Skyrim as master of course, save
  • start Wrye Bash, copy the ESP to ESM, put the ESP somewhere else for backup
  • now save the whole thing as a new ESP, edit some height and paint some textures, save
  • generate all lod with Oscape only with standard 1024 res and only as dds (directx), meshes only as nif - target of max resolution is set to 1000000. Don't forget to adjust water height before that, if necessary
  • use the installer to finish it and I'm done

Oh, and my Skyrim and CK versions are legal of course, though I'm offline with Steam as long as there are no updates, because I hate the thing. Should make no difference, although they already presented us with some fun regarding the sourcefiles thing or whatever it was called outside the actual Skyrim folder.
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Hayley Bristow
 
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Post » Tue Jun 19, 2012 12:46 pm

There's no asteriks thing at all. I don't even activate the HiRes plugins in "Data" to be loaded with the active plugin, if that would make any difference at all.

Oh, that reminds me I have to program a BSA-loadorder, and exclude BSAs related to an inactive plugin.
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Queen
 
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Post » Tue Jun 19, 2012 11:43 pm

I rarely run with steam online as well. I dont like the thought of being endlessly connected to the internet full stop. Its like leaving your door unlocked with all your bank details etc on a table in an envelope.

I can reproduce the above with no problems. Is there a latest Oscape with water height able to be adjusted? related to the tesannwyn 0 height setting in the command line (cant remember what is it 8,,,something) to match the Oscape water height to the esp/esm water height. Currently the only way I can do this is to produce the map, send it to Maegfaer who can punch in the world details for water LOD via the fallout editor, then send it back to me. If Oscape can sort water height then thats great.
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darnell waddington
 
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Post » Tue Jun 19, 2012 9:43 pm

Heh, I got so busy last two weeks. Thanks for continuing the thread. :)
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Crystal Birch
 
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Post » Tue Jun 19, 2012 3:04 pm

The latest Oscape version adjusts the water height with no problems for me, don't know which one you've been using, but the other one's did not make the additional texture lods, just the default brown thing. In any case, this one works (for me).

...related to the tesannwyn 0 height setting in the command line (cant remember what is it 8,,,something) to match the Oscape water height to the esp/esm water height.

You must be referring to the -h option in TESAnnwyn. Use -h -8192 to lower the landheight to -8192 units. Then you can also adjust it all in the worldspaces menu in CK and also adjust Oscape to fit.
Here's a commandline example, just replace the necessary things:

TESAnnwyn -i Skyrim -w test -p 1 -b 16 -d 4096x4096 -h -8192 -x -64 -y -64 test.raw

Remember: the RAW map has to be very dark or you have to use the -s option to scale it:

TESAnnwyn -i Skyrim -w test -p 1 -b 16 -d 4096x4096 -h -8192 -s 0.1 -x -64 -y -64 test.raw
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Jessie
 
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Post » Tue Jun 19, 2012 2:02 pm

Oh, that reminds me I have to program a BSA-loadorder, and exclude BSAs related to an inactive plugin.

Sorry but are you ingnoring my posts and pm on purpouse?
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gemma
 
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Post » Tue Jun 19, 2012 8:01 pm

The latest Oscape version adjusts the water height with no problems for me, don't know which one you've been using, but the other one's did not make the additional texture lods, just the default brown thing. In any case, this one works (for me).



You must be referring to the -h option in TESAnnwyn. Use -h -8192 to lower the landheight to -8192 units. Then you can also adjust it all in the worldspaces menu in CK and also adjust Oscape to fit.
Here's a commandline example, just replace the necessary things:

TESAnnwyn -i Skyrim -w test -p 1 -b 16 -d 4096x4096 -h -8192 -x -64 -y -64 test.raw

Remember: the RAW map has to be very dark or you have to use the -s option to scale it:

TESAnnwyn -i Skyrim -w test -p 1 -b 16 -d 4096x4096 -h -8192 -s 0.1 -x -64 -y -64 test.raw

to fix the water height problem and eventually make use also fot the infinite sea lods of Tamriel you may wantto lower the sea level to -14000 and adjoust only the land heights ..

but I guess with the latest version of Oscape you can achieve a similar result without the need to lower land now that works ....


But the main problem stands still on the bichromatic difference in lods and game textures proximity ...

but why you shifted the position to -64 and -64?
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Kristina Campbell
 
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Post » Wed Jun 20, 2012 1:22 am

Can someone post a link to oscape please, the latest version with the water height setting available etc and also for the version of wyre-bash that is compliant with Skyrim. At present I use Tes4gecko to change esp to esm, but it will not merge esp to esm etc. This means I cant save as esm, then load in CK, change worldspace settings and save as esp, then merge to esm.
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phil walsh
 
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Post » Wed Jun 20, 2012 12:16 am

But the main problem stands still on the bichromatic difference in lods and game textures proximity ...

but why you shifted the position to -64 and -64?

Well, I did not understand that one very well. Bichromatic would be two colors, right? :blink:
At this early point my lodtextures look good enough I would say, so I don't get your point.

If you don't shift the position, the world will start at 0,0 and you will only have the upper right quad. (Edit: which is not quite correct, it seems all cells are imported, but count from 0,0 and all is distorted beyond usefullness)-(second edit: the distortion was due to a wrong map size, the map is imported correctly, but counts from 0,0)
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Manuela Ribeiro Pereira
 
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Post » Tue Jun 19, 2012 2:16 pm

Can someone post a link to oscape please, the latest version with the water height setting available etc and also for the version of wyre-bash that is compliant with Skyrim. At present I use Tes4gecko to change esp to esm, but it will not merge esp to esm etc. This means I cant save as esm, then load in CK, change worldspace settings and save as esp, then merge to esm.

Oscape:

http://skyrim.nexusmods.com/downloads/file.php?id=4727#content

Wrye:

http://skyrim.nexusmods.com/downloads/file.php?id=1840#content

TESAnnwyn:

http://www.gamesas.com/topic/1311730-release-tesannwyn-and-tes4qlod-for-skyrim/page__p__19725520#entry19725520

BTW, if any one has any idea how to merge the files again, I would be pleased to know, because you have to convert the ESP to an ESM once more and make a new ESP to get rid of the disappearing objects problem which would eventually lead to chaos:

http://www.gamesas.com/topic/1354096-possible-large-static-fix/

Edit:
I found out you don't need Wrye Bash to convert to an esm. The CK does not have a "save as" option like every other software these days, but obviously you can rename the esp to esm, start CK, save it, shut down, restart, and the CK recognizes it as master file. "Ich lach mich tot" as we say here in germany...
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Mark Churchman
 
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Post » Tue Jun 19, 2012 7:40 pm

Cant you leave it as an esm? It seems that running it as an esm fixes the problem. Also once the ability to merge an esp to an esm becomes possible you can convert to esm, load up the CK, do new additions to near the memory limit, save as esp, merge esp to master, wash and repeat. This is the way i went with Mesogea in Oblivion as the landmass was 350MB, add in regions with trees, rocks etc and it quickly reached 900MB. The CS cant handle plugins of a certain MB in size so merging to master as I went along got the whole thing to work well.

BTW thanks for the links, excellent.
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Yonah
 
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Post » Tue Jun 19, 2012 10:02 am

Cant you leave it as an esm? It seems that running it as an esm fixes the problem. Also once the ability to merge an esp to an esm becomes possible you can convert to esm, load up the CK, do new additions to near the memory limit, save as esp, merge esp to master, wash and repeat. This is the way i went with Mesogea in Oblivion as the landmass was 350MB, add in regions with trees, rocks etc and it quickly reached 900MB. The CS cant handle plugins of a certain MB in size so merging to master as I went along got the whole thing to work well.

BTW thanks for the links, excellent.

Well I can't leave it as ESM if I want to further edit the stuff, and the conversion to ESM rewinds the landscape editing, which strangly is not apparent in the editor window, but in game. So I have to draw a new region where the land was edited and generate objects in that region (with no objects at all of course). That way the edited land is back and I fixed the disappearing statics problem, which it seems appears only in ESPs.

But you are absolutely right with all that you're saying. That's the way to go.
So if anyone knows how to merge the things, let me know.
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ezra
 
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Post » Wed Jun 20, 2012 12:40 am

I had no idea conversion to esm did that. How do you mean it re-winds the landscape editing. Sounds worrying.
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Vera Maslar
 
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Post » Tue Jun 19, 2012 4:42 pm

I had no idea conversion to esm did that. How do you mean it re-winds the landscape editing. Sounds worrying.

It doesn't really rewind anything. When you edit a landscape in an ESP and then convert it to an ESM, start Skyrim and coc into your worldspace, the landscape will seem to be in the condition before you edited the ESP now being the new ESM. This is only in game, not in the editor. Now all you have to do is apply an insignificant edit to every affected cell and the problem is solved. Like the method I described above.

Lord Bethesdarion is the Grandmaster of the foulest sort of magic, I tell you...
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Sam Parker
 
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Post » Tue Jun 19, 2012 9:37 pm

Oop, got busy while I was away..
Alright. And with a tool like FNVEdit, we could remove these records when our mod is 100% ready for release, after making LOD of course. Then it's 'clean' and no longer has the 'pointless' landscape redirections. I think I'm comfortable doing this, and it certainly fixes the problem. (I have yet to try, getting some SERIOUS level design/cluttering done right now :biggrin:)

I suppose if you're really that bothered, but they're merely duplicate references in the texturesets folder (the landscapes remain unchanged so it's not even confusing to work with), they don't really make the .esp any bigger or even cause compatibility problems with other mods. Also, FNVedit.. yeah don't bother with that haha, I eventually got it to recognise skyrim plugins/master and it throws up so many errors as to be completely unuseable.

Its been a while since I dropped in here and quite a lot of progress has been made it seems. Using Oscape and TesAnnwyn, has anyone yet produced a fully working distant water, distant land with proper textures, map?

If so could they post their walk-through so I can catch up.

I posted the latter part (brown textures workaround) up on page 2 there, but essentially if you use tesannwyn as normal, use the new Oscape to generate meshes (NIF), and textures (Direct X/.DDS) it should work. If you get brown textures - as some people evidently aren't for some reason - just try that workaround on page 2 I posted and do it again. Obviously as Ethatron stated, make sure you're getting rid/overwriting any previous files and generating everything in Oscape fresh. Oh I also used a http://skyrim.nexusmods.com/downloads/file.php?id=10896 (you need to enter a multiple of 32 for your worldspace width btw or it crashes the game) and popped the resulting .lod file in lodsettings.

So here's my whole process for you to compare:
  • Make a new ESP with TESAnnwyn
  • load the thing in CK with Skyrim as master of course, save
  • start Wrye Bash, copy the ESP to ESM, put the ESP somewhere else for backup
  • now save the whole thing as a new ESP, edit some height and paint some textures, save
  • generate all lod with Oscape only with standard 1024 res and only as dds (directx), meshes only as nif - target of max resolution is set to 1000000. Don't forget to adjust water height before that, if necessary
  • use the installer to finish it and I'm done

Parts 3 and 4 are confusing me a bit.. why are you copying to ESM then saving as a new ESP? It seems like you're doing a process then immediately reversing it, could you clarify this bit? What, specifically, did you do there and why?

I attempted those steps also with an existing .esp file - the weird thing was that yeah, converting to .esm, editing it then saving as a new .esp does indeed cause Oscape to generate the correct textures - the only problem for me was that it only generated cells which I had edited - it cut off any land that I hadn't touched while editing!

http://imageshack.us/f/11/screenshot19rd.jpg/

EDIT ah wait you may have explained that in your post above.. that may be a pain for people with large worldspaces if they have to edit every cell and/or load up a master.esm version of file along with every edited .esp
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Suzie Dalziel
 
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Post » Wed Jun 20, 2012 12:00 am

Parts 3 and 4 are confusing me a bit.. why are you copying to ESM then saving as a new ESP? It seems like you're doing a process then immediately reversing it, could you clarify this bit? What, specifically, did you do there and why?

Well obviously converting a 128x128 worldspace is quite necessary, if you're not keen on waiting five minutes every time you save the ESP. At some point you won't be able to do that anymore at all.
So I have to repeat this: if there's anyone here who knows how to merge the stuff again, out with it!
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Sophie Morrell
 
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Post » Tue Jun 19, 2012 12:18 pm

Ah, I see. Although admittedly that point's more in relation to saving than it's effect on Oscape's texture generation. Yeah you're right if merging is a possibility then it looks like we're ok - the only problem I can potentially see with that is that you would want to merge, THEN generate with Oscape to avoid potential errors. Unfortunately from researching it, the only even-close solution to merging esp/esm's is to use FNVedit - and trust me it's broken insofar as skyrim's concerned as it doesn't recognise half the stuff in there so you have to delete most of it before it'll even let you save. Plus you need New Vegas installed to even get it open. It looks like we're just playing the waiting game insofar as merging plugins is concerned I'm afraid. Until then I have a method that works so I'm happy with that.

Anyway I've had a play with your .esm/.esp conversion method and that's definitely the part that's causing you to get correct coloured textures. It seems we're both essentially doing the same thing I think - my method is manual and works specifically on the .esp, whereas yours is kind of automatic - I think 'saving as' is causing the CK to refresh the texture info within the .esp or something.
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Adam Baumgartner
 
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Post » Tue Jun 19, 2012 10:52 pm



Well, I did not understand that one very well. Bichromatic would be two colors, right? :blink:
At this early point my lodtextures look good enough I would say, so I don't get your point.

If you don't shift the position, the world will start at 0,0 and you will only have the upper right quad. (Edit: which is not quite correct, it seems all cells are imported, but count from 0,0 and all is distorted beyond usefullness)-(second edit: the distortion was due to a wrong map size, the map is imported correctly, but counts from 0,0)
. Well for bichromatic I mean that the lods come out much darker than the terrain u dont have this prob?... Mi map is 2048 x 2048 ... Should I shift as well of -32 - 32? What if I want to use a tamriel parent and not overplace on the continent? And how to have. A 3d map for ur landscape ?
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Nymph
 
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Post » Tue Jun 19, 2012 12:04 pm

Ah, I see. Although admittedly that point's more in relation to saving than it's effect on Oscape's texture generation. Yeah you're right if merging is a possibility then it looks like we're ok - the only problem I can potentially see with that is that you would want to merge, THEN generate with Oscape to avoid potential errors. Unfortunately from researching it, the only even-close solution to merging esp/esm's is to use FNVedit - and trust me it's broken insofar as skyrim's concerned as it doesn't recognise half the stuff in there so you have to delete most of it before it'll even let you save. Plus you need New Vegas installed to even get it open. It looks like we're just playing the waiting game insofar as merging plugins is concerned I'm afraid. Until then I have a method that works so I'm happy with that.

Anyway I've had a play with your .esm/.esp conversion method and that's definitely the part that's causing you to get correct coloured textures. It seems we're both essentially doing the same thing I think - my method is manual and works specifically on the .esp, whereas yours is kind of automatic - I think 'saving as' is causing the CK to refresh the texture info within the .esp or something.

Exactly! So could anyone please program something for that matter. TESVSnip doesn't seem to be able to merge files correctly so far.

. Well for bichromatic I mean that the lods come out much darker than the terrain u dont have this prob?... Mi map is 2048 x 2048 ... Should I shift as well of -32 - 32? What if I want to use a tamriel parent and not overplace on the continent? And how to have. A 3d map for ur landscape ?

1. Well no, but I'll take a closer look once more after dinner. (edit: no, they are absolutely fine, not too dark)
2. Of course, -x -32, -y -32 should be correct, just try it.
3. I think overplacing Tamriel would be tough business at this point anyway, if creating a world inside the worldspace of "Tamriel" besides Skyrim is what you mean by that (like Cyrodiil without loadscreen). The map's there in my plugin (if I get correctly what you mean).
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Gwen
 
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Post » Wed Jun 20, 2012 1:05 am

just a quickie, has anyone installed the latest patch and tried loading an esm in game. Crashes every time for me if I try to load an esm in game. This may need checking if you need to run your mod inside an esm or utilising one.
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Harry Hearing
 
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Post » Tue Jun 19, 2012 9:19 pm

just a quickie, has anyone installed the latest patch and tried loading an esm in game. Crashes every time for me if I try to load an esm in game. This may need checking if you need to run your mod inside an esm or utilising one.

Aargh, so Lord Bethesdarion strikes back!

Even if it's an ESP tied to an ESM? That would be a devestating blow from him, so I guess I'm going to avoid that confrontation and will not download his foul magic...

Report back please.
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asako
 
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Post » Tue Jun 19, 2012 5:54 pm

Heres thus far:

1 Pre-patch: skyrim.esm, update.esm, Mesogea.esm all show in load screen. Select all, run, load save games, start new game. all fine.

2. Post patch: no skyrim.esm, no update.esm. mesogea,esm shows and is ticked. Load game, crash. New game shows errors as above. Then crash.

3. convert mesogea.esm to mesogea.esp. Load game, runs fine.
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Amanda Leis
 
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