HOLY MOLY!

Post » Wed Jun 20, 2012 5:44 pm

yay they fixed the height map editor ^_^
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Kay O'Hara
 
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Post » Wed Jun 20, 2012 4:26 am

Now maybe someone can make a tutorial on creating a worldspace using just the CK, like I've been asking for for nearly a month with nothing but the sound of crickets in reply...
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Tanika O'Connell
 
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Post » Wed Jun 20, 2012 9:40 am

Probably heard crickets because it wasn't possible since the heightmap editor was broken.
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Jay Baby
 
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Post » Wed Jun 20, 2012 7:54 am

Probably heard crickets because it wasn't possible since the heightmap editor was broken.

Impossible, where did the cickets stay?
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Queen Bitch
 
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Post » Wed Jun 20, 2012 1:27 pm

yay they fixed the height map editor :happy:
Finally! Oh wait, I already made my worldspace through other means...

Regardless, this is fantastic news! Thanks Bethesda! Now future work with heightmapping will be far easier!
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Betsy Humpledink
 
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Post » Wed Jun 20, 2012 6:04 am

Probably heard crickets because it wasn't possible since the heightmap editor was broken.

I didn't WANT to edit any heightmaps. All I wanted was to use the Tamriel as a parent and load the LOD and terrain from that. Period. No editing, just load the parent terrain. But Nobody apparently knows how to do even that much, they're too busy using other programs to make new heightmaps instead of using the existing ones.
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Chris Cross Cabaret Man
 
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Post » Wed Jun 20, 2012 3:17 pm

Uh, that's because the existing heightmaps also suffer the 64x64 bug and it isn't possible to do that either. There are reasons the obvious routed don't get used. All of them stem from the CK being bugged or outright broken in some fashion.

If Bethesda has begun fixing these issues, that's wonderful, but that doesn't mean people using the CK before then were "too busy" using other programs. They had no choice in the matter.
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Vicki Gunn
 
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Post » Wed Jun 20, 2012 11:26 am

Perhaps if someone would describe exactly what the 64 X 64 bug means? Is that a limitation of the size of any particular worldspace? is it 64 by 64 cells? I don't see any cells with coordinates that exceed 64 in any direction, X Or Y.

The discussion of the bug that I've seen all talk about "Large worlds" mods, like a "Full Tamriel" mod.
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joeK
 
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Post » Wed Jun 20, 2012 7:59 am

There's a 6+ page thread on the 64x64 bug

There is a workaround for it - Check the last 3 pages of that thread for the workaround

Basically, physics stopped working on NPCs, along the X axis, outside of 64x64 cells ... but like I say, workaround found

As for the tutorial, if you can find the original thread, I think someone has done one (I don't know using which tools etc) ... Last time I looked at the thread a video tutorial had been posted to it.
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Chris Guerin
 
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Post » Wed Jun 20, 2012 4:56 am

There's a 6+ page thread on the 64x64 bug

There is a workaround for it - Check the last 3 pages of that thread for the workaround

Basically, physics stopped working on NPCs, along the X axis, outside of 64x64 cells ... but like I say, workaround found

As for the tutorial, if you can find the original thread, I think someone has done one (I don't know using which tools etc) ... Last time I looked at the thread a video tutorial had been posted to it.

I've looked at them...they're talking about Havok problems on worldspaces above a certain size...but I'm NOT asking to make a LARGE worldspace, and Havok problems with NPCs don't even become an issue IF YOU CAN'T GET ANY KIND OF WORLDSPACE MADE AT ALL.

When I try to make even a "Small" worldspace (Presumably below the size of this "Havok" bug) and tell it to use a particular location as it's "parent" location, it doesn't load the TERRAIN.

Got that? Terrain. Nothing whatever to do with NPCs, Havok Behavior, or anything like that. Just the terrain at the location I picked. I posted the steps I followed in my attempts repeatedly, and got zero help figuring out how to get a parentspace's terrain to load on even the smallest worldspace.

Again, I don't want to make my own terrain, I want to know how to load terrain from the existing regions. I dont' want to make a BIG worldspace, I want to make ANY worldspace that correctly loads terrain, so I can figure out THAT functionality.

Got it now?
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Leticia Hernandez
 
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Post » Wed Jun 20, 2012 5:50 am

Well you asked what the 64x64 bug means, so I wrote it out. If it doesn't effect you, then its not applicable to you *shrugs*

The only mention of a World-Build tutorial I have seen is the one in the thread by karithian - which you have also posted in - I just went to search for it and his last update says that he has a model for doing it and is working on the video/tutorial

Only you know if it is applicable to you.

Right then, so far so good.

L3dt produced map and exported to raw
Tesannwyn imported raw and exported to esp
Tes4Gecko imported esp and exported to esm
TesVsnip imported esm and allowed link to skyrim.esm and formid change to prevent save game errors.

Final result: in game world with distant water, able to save and reopen saves.

Next step tutorial.

From here: http://www.gamesas.com/topic/1357168-total-worldbuilding-tutorial-from-start-to-finish-shall-i/


Maybe everyone else is too busy on their own stuff to make a tutorial? Maybe no one has done (or can) do, what you want?

Have you seen anyone else post that they have cloned one or more exterior cells and added them to a new worldspace, or extended the vanilla worldspace? It's not something I've been keeping my eye on, so I don't know if anyone has or not ...
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Elea Rossi
 
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Post » Wed Jun 20, 2012 1:34 pm

yay they fixed the height map editor :happy:

I still insta crash to desktop when trying to load any hieghtmap.
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Jodie Bardgett
 
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Post » Wed Jun 20, 2012 10:52 am

Well you asked what the 64x64 bug means, so I wrote it out. If it doesn't effect you, then its not applicable to you *shrugs*

The only mention of a World-Build tutorial I have seen is the one in the thread by karithian - which you have also posted in - I just went to search for it and his last update says that he has a model for doing it and is working on the video/tutorial

Only you know if it is applicable to you.

It's not. I'm trying to figure out how to make a very basic, very small worldspace similar to the Great Porch at Dragonsreach. If you look over the railing, you see the terrain from the POV of the rear of dragonsreach...the mountains are in the right spots, it's clearly loading the info from that specific spot in the world.

I very much doubt that the dev team at Beth created an entirely new heightmap to do this every time they created a worldspace, using 4 additional programs. The functionality to do this APPEARS to be in the CK, but whenever I ask how to get it properly loaded, or where in my procedure I'm going wrong, people start talking about making my own custom heightmaps using 3 or 4 other programs, when the heightmaps are already made, I'm obviously just making a mistake at some point in my worldspace defining procedure. The way it seems it SHOULD work is, you define a location with a mapmarker as the base, then create the worldspace and tell it to use that location and Tamriel as it's parent space, and to use all of Tamriel's information (Sky cell, weather, LOD, etc)...and then when I load the worldspace that SHOULD be at that location, I see the same stupid random rolling hills every time...even if the mapmarker it's supposed to be using as it's location in the world is at the top of a cliff or at the seashore.
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Nienna garcia
 
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Post » Wed Jun 20, 2012 5:32 pm

It's not. I'm trying to figure out how to make a very basic, very small worldspace similar to the Great Porch at Dragonsreach. If you look over the railing, you see the terrain from the POV of the rear of dragonsreach...the mountains are in the right spots, it's clearly loading the info from that specific spot in the world.

I very much doubt that the dev team at Beth created an entirely new heightmap to do this every time they created a worldspace, using 4 additional programs. The functionality to do this APPEARS to be in the CK, but whenever I ask how to get it properly loaded, or where in my procedure I'm going wrong, people start talking about making my own custom heightmaps using 3 or 4 other programs, when the heightmaps are already made, I'm obviously just making a mistake at some point in my worldspace defining procedure. The way it seems it SHOULD work is, you define a location with a mapmarker as the base, then create the worldspace and tell it to use that location and Tamriel as it's parent space, and to use all of Tamriel's information (Sky cell, weather, LOD, etc)...and then when I load the worldspace that SHOULD be at that location, I see the same stupid random rolling hills every time...even if the mapmarker it's supposed to be using as it's location in the world is at the top of a cliff or at the seashore.
Wouldn't you have to check which cell coordinates you want your custom worldspace location to be in? Then navigate to those in your own worldspace? A worldspace without named cells usually spawns you near the 0,0 coordinates, if you click one of the cells near the top of the cell list.
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Sammykins
 
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Post » Wed Jun 20, 2012 2:13 am

Wouldn't you have to check which cell coordinates you want your custom worldspace location to be in? Then navigate to those in your own worldspace? A worldspace without named cells usually spawns you near the 0,0 coordinates, if you click one of the cells near the top of the cell list.

I did that too..didn't work. I tried all the "obvious" things to try...don't know where I'm stuck at, but it's driving me insane.

That's why I asked if someone could do a walkthrough on setting something like that up. But everyone's too busy telling me they can't because of some completely unrelated bug.
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RObert loVes MOmmy
 
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Post » Wed Jun 20, 2012 1:49 pm

...

I very much doubt that the dev team at Beth created an entirely new heightmap to do this every time they created a worldspace, using 4 additional programs. The functionality to do this APPEARS to be in the CK, but whenever I ask how to get it properly loaded, or where in my procedure I'm going wrong, people start talking about making my own custom heightmaps using 3 or 4 other programs, when the heightmaps are already made ...

The worry I have with you assuming Beth used 4 tools is that they have said they did have tools integrated with the CK, but that could not be licensed for use by modders. They had the version control system, which AFAIK was completely ripped out before the CK shipped.

It's just as possible something they used to manipulate heightmaps / clone terrain was also ripped out.

So, even though you have a heightmap, already made by Beth, you may have to manipulate it in the external tools people are using to create new worldspaces, and then load it into the CK using the same methods the mod-worldspace builders are using.

(Just so you don't get annoyed at me; I'm not saying you aren't just missing something ... but I am saying our CK is not the same as the Beth CK ... and that if no one else has done what you want and nothing else seems to work ... then you may have to go the long way about it)
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Russell Davies
 
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