HeightMap editing and world editing

Post » Mon Jun 18, 2012 1:30 am

Oscape generates it just fine, the problem is to make the engine display it ingame or in the CK.

No success so far. I'm trying to copy file header of the Tamriel worldspace with TesSnip/FNVedit now...
Well yeah, I meant way of getting it all working and ready. We can generate it, which is good. We just need to figure out the rest. Wasn't there an issue like this with Oblivion?
User avatar
Stephanie Valentine
 
Posts: 3281
Joined: Wed Jun 28, 2006 2:09 pm

Post » Sun Jun 17, 2012 5:29 pm

Well yeah, I meant way of getting it all working and ready. We can generate it, which is good. We just need to figure out the rest. Wasn't there an issue like this with Oblivion?

Yes and it was if i remember correctly about archive invalidation, but it seems skyrim doesn't have that *bug*, will try it

Oh and if somewone know a tool to make skyrim BSA archive...

Because in skyrim.ini there is a per worldspace bsa validator so maybe this is what cause the issue of lod not rendering
User avatar
Genevieve
 
Posts: 3424
Joined: Sun Aug 13, 2006 4:22 pm

Post » Sun Jun 17, 2012 10:06 pm

I think you're referring to the bug with the decimal converted formID's of worldspaces that were used in LOD file naming?
User avatar
megan gleeson
 
Posts: 3493
Joined: Wed Feb 07, 2007 2:01 pm

Post » Sun Jun 17, 2012 11:27 am

I think you're referring to the bug with the decimal converted formID's of worldspaces that were used in LOD file naming?
No there was some issue, I thought, where it wasn't displayed (just like this) unless it was in the esm file. So you had to do some funky stuff to it to make it work.
User avatar
Victoria Vasileva
 
Posts: 3340
Joined: Sat Jul 29, 2006 5:42 pm

Post » Sun Jun 17, 2012 10:21 pm

Yes, that's what I'm talking about. The LOD files were generated with the naming of the formID with a modindex of 00, while naturally Oblivion.esm forms get that index. So you had to manually set the worldspace to a formID that starts with 00 or else LOD wouldn't show up.

It can't be it, because Skyrim uses editorID naming instead of formID.
User avatar
Laura
 
Posts: 3456
Joined: Sun Sep 10, 2006 7:11 am

Post » Sun Jun 17, 2012 2:52 pm

bethesda i am dissapoint
User avatar
Inol Wakhid
 
Posts: 3403
Joined: Wed Jun 27, 2007 5:47 am

Post » Mon Jun 18, 2012 12:21 am

Yes its pretty astounding that what was fairly manageable in the CS is beyond the CK. Poor, very poor. But anyway we are trying to work around it, though Maegfaer etc are the experts.

@maegfaer, can you give me a simple idiots guide to getting the worldspace to show up and generate in Oscape. I am struggling with this.

I have mesogea and skyrim checked in the data menu.

I run Oscape, select under Game : Skyrim

At the bottom of the page is Tamriel and nothing else. Fill is blanked out.

In preview I can load my raw image but of course there will be no link to any master file as it isnt recognised
User avatar
lolli
 
Posts: 3485
Joined: Mon Jan 01, 2007 10:42 am

Post » Sun Jun 17, 2012 10:45 pm

I'm hardly an expert, I just try out a lot of stuff.

Anyway, can you make a screenshot of Oscape? Because the Fill button shouldn't be greyed out, something is wrong.

P.S. I'm going to sleep very soon, I'll be back in the morning.
User avatar
Shannon Marie Jones
 
Posts: 3391
Joined: Sun Nov 12, 2006 3:19 pm

Post » Sun Jun 17, 2012 10:33 pm

http://mesogea.spruz.com/user/380826/members/A7EDA3B7-F0E8-43D9-86CE-5576CA91B0E6/big_201220820325450.jpg

I am running the 64 bit version of oscape, unpacked into steamapps/common/oscape directory
User avatar
Kara Payne
 
Posts: 3415
Joined: Thu Oct 26, 2006 12:47 am

Post » Sun Jun 17, 2012 4:51 pm

http://mesogea.spruz.com/user/380826/members/A7EDA3B7-F0E8-43D9-86CE-5576CA91B0E6/big_201220820325450.jpg

I am running the 64 bit version of oscape, unpacked into steamapps/common/oscape directory

is Skyrim choosen under game menu?
User avatar
Sam Parker
 
Posts: 3358
Joined: Sat May 12, 2007 3:10 am

Post » Sun Jun 17, 2012 6:12 pm

I'm not sure if this is news to anyone (haven't read every page), but if you run as an Administrator you won't get a crash after saving (after pressing cancel 4 times), but it still says the file is still in use, even if I open another world space.

I generated some noise with default settings, scribbled a small patch with noise tool, and it seems to work from a quick look around the world space cells.

EDIT: Sometimes the render window will go gray after saving the texture. Select another world space from the list, go to whatever cell, then reselect your WS and the Go will work.

[img]http://i.imgur.com/eCzpp.jpg[/img]
User avatar
Roberto Gaeta
 
Posts: 3451
Joined: Tue Nov 06, 2007 2:23 am

Post » Sun Jun 17, 2012 9:17 pm

I'm not sure if this is news to anyone (haven't read every page), but if you run as an Administrator you won't get a crash after saving (after pressing cancel 4 times), but it still says the file is still in use, even if I open another world space.

I generated some noise with default settings, scribbled a small patch with noise tool, and it seems to work from a quick look around the world space cells.

EDIT: Sometimes the render window will go gray after saving the texture. Select another world space from the list, go to whatever cell, then reselect your WS and the Go will work.

[img]http://i.imgur.com/eCzpp.jpg[/img]
Wait, so you got it working? It still says in use, but doesnt crash, but still saves?!? Also, if I run as admin it still crashed after hitting cancel 4 times...
User avatar
Misty lt
 
Posts: 3400
Joined: Mon Dec 25, 2006 10:06 am

Post » Sun Jun 17, 2012 12:42 pm

try L3DT its better than the heightmap editor, just takes a bit of getting used to. i can talk you through it if you want.
User avatar
ILy- Forver
 
Posts: 3459
Joined: Sun Feb 04, 2007 3:18 am

Post » Sun Jun 17, 2012 3:16 pm

http://mesogea.spruz.com/user/380826/members/A7EDA3B7-F0E8-43D9-86CE-5576CA91B0E6/big_201220820325450.jpg I am running the 64 bit version of oscape, unpacked into steamapps/common/oscape directory

The empty window should show your mod list. I have no idea why it's empty, but that's the thing you need to fix.
User avatar
Louise Andrew
 
Posts: 3333
Joined: Mon Nov 27, 2006 8:01 am

Post » Sun Jun 17, 2012 7:16 pm

It may be that I am not starting and loading the program properly.

When I start Oscape I am presented with the Active plugins screen. What should I do from that point, I may be missing something out.

I run Oscape by clicking on the 64bit exe
The active plugin screen comes up
Click game, Skyrim
What do I need to do next, do I need to go to another menu at this point? the drop down list at the bottom just gives Tamriel.

Do I need OBGE or any other program for Oscape to work?
User avatar
sam
 
Posts: 3386
Joined: Sat Jan 27, 2007 2:44 pm

Post » Sun Jun 17, 2012 2:25 pm

No you shouldn't need anything additional IIRC. The active plugin list disappears when you select Skyrim? For me Skyrim is selected automatically, I execute Oscape x64.exe and I immediately get this:

http://img838.imageshack.us/img838/5337/oscape.png
User avatar
joeK
 
Posts: 3370
Joined: Tue Jul 10, 2007 10:22 am

Post » Sun Jun 17, 2012 9:32 pm

No I dont get that at all, I am using vista 64 and the whole thing is outside the program files directory.

When setting up oscape did you have to point to a directory anywhere, or use any of the tabs at the top of the prog?

When I start oscape it gives me this:

http://mesogea.spruz.com/user/380826/members/A7EDA3B7-F0E8-43D9-86CE-5576CA91B0E6/big_201220820325450.jpg

There are no plugins listed. Didnt you have a problem that you mentioned earlier in the thread about oscape not recognising esm esp etc

Looks like it could be vista 64 as the culprit http://forums.nexusmods.com/index.php?/topic/481837-oscape/page__st__10__p__4163796
User avatar
Christine
 
Posts: 3442
Joined: Thu Dec 14, 2006 12:52 am

Post » Sun Jun 17, 2012 10:37 am

Wait, so you got it working? It still says in use, but doesnt crash, but still saves?!? Also, if I run as admin it still crashed after hitting cancel 4 times...
Are you running the exe from steamapps\common\skyrim? The Steam shortcut won't give you the option. On CreationKit.exe > Properties > Compatability > Run as admin.

And yes, it still says in use and you have to press cancel, but this time it doesn't crash at the end. Maybe make sure Steam is running as admin too.

EDIT: I just tested without admin and it doesn't crash at the end anymore either. Uh oh...But that was the only change I've made since the crash.

My WS is a new one with values pasted from Tamriel except with HD LOD Diffuse/Normal empty.
User avatar
Killer McCracken
 
Posts: 3456
Joined: Wed Feb 14, 2007 9:57 pm

Post » Sun Jun 17, 2012 3:52 pm

Stardog, could you try generating LOD for that worldspace? I've been working at that for a full day already and still can't get it working.
User avatar
Bad News Rogers
 
Posts: 3356
Joined: Fri Sep 08, 2006 8:37 am

Post » Mon Jun 18, 2012 2:19 am

I've spent the last few hours trying to do stuff.

I had no problem getting a hieghtmap from Photoshop into the CK, didn't crash once. I also ran the erosion a few times to smooth out my map.

But I have no idea how to do regions, and 'generate objects'. I never did it for Oblivion, and I can't find any infomation on how it's done....and the interface is just coloured squares and a whole lot of tabs.....completely confused me.

Since I couldn't do the regions, I then tried to make LOD.....it made the meshes, however they do not show up in-game....the world just cuts off. Completely stumped on what Im supposed to do to get them to show up.



I'll just mention, I had a few crashes, but its normally from randomly pressing buttons.....that being said, Im doing this on an i7 2600k with 8 gigs of RAM.
User avatar
willow
 
Posts: 3414
Joined: Wed Jul 26, 2006 9:43 pm

Post » Mon Jun 18, 2012 12:39 am

The CS wiki has a region generation tutorial, it's the same in the CK.

Too bad LOD doesn't work for you either, we're completely stuck then...
User avatar
dell
 
Posts: 3452
Joined: Sat Mar 24, 2007 2:58 am

Post » Sun Jun 17, 2012 2:55 pm

The CS wiki has a region generation tutorial, it's the same in the CK.

Can you link to it? I've have searched the CS wiki but I couldn't find one that went into any detail.
User avatar
yermom
 
Posts: 3323
Joined: Mon Oct 15, 2007 12:56 pm

Post » Sun Jun 17, 2012 10:55 pm

These are incomplete, but contain a lot of information I picked up playing around with region/lod generation using the G.E.C.K. I'm not sure if any of this relates to the CK (I haven't even looked at these features, yet) but there might be some transference.

http://www.truancyfactory.com/tutorials/fallout3/fallout_regions.html

http://www.truancyfactory.com/tutorials/fallout3/fallout_lod.html

Remember: these are incomplete, but might be useful. :shrug:
User avatar
Dominic Vaughan
 
Posts: 3531
Joined: Mon May 14, 2007 1:47 pm

Post » Sun Jun 17, 2012 12:23 pm

Does Skyrim have the same limits on slope steepness as Oblivion? If it does, how are you guys avoiding that when creating heightmaps in 3rd party programs? World Machine has a slope angle selection module so you can sort of see where things are too steep. Does L3DT have something similar?
User avatar
Maria Garcia
 
Posts: 3358
Joined: Sat Jul 01, 2006 6:59 am

Post » Sun Jun 17, 2012 8:11 pm

Does Skyrim have the same limits on slope steepness as Oblivion? If it does, how are you guys avoiding that when creating heightmaps in 3rd party programs? World Machine has a slope angle selection module so you can sort of see where things are too steep. Does L3DT have something similar?

TesAnnwyn corrects any slope overflows, although L3DT also has functionality to fix it.

These are incomplete, but contain a lot of information I picked up playing around with region/lod generation using the G.E.C.K. I'm not sure if any of this relates to the CK (I haven't even looked at these features, yet) but there might be some transference.

http://www.truancyfactory.com/tutorials/fallout3/fallout_regions.html

http://www.truancyfactory.com/tutorials/fallout3/fallout_lod.html

Remember: these are incomplete, but might be useful. :shrug:

Thanks, I'll read through them to see if there is anything that helps. Skyrim's LOD system is new though, so I kinda doubt it.
User avatar
City Swagga
 
Posts: 3498
Joined: Sat May 12, 2007 1:04 am

PreviousNext

Return to V - Skyrim