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KhrajiriiOfCorinthe

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About KhrajiriiOfCorinthe

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  1. tldr, a file by this name has magically disappeared from my LO, and I can't figure out what mod was supposed to provide it. Anyone know?
  2. Huh. Weird. I guess as long as other people see it properly, either way is fine with me. That makes sense, thanks for the help.
  3. (I posted this in the wrong place at first, so I guess this is also here to let a mod know about the other thread to lock/delete it if needed. Sorry.) Unfortunately for me, it seems i cannot brain today, i have the dumb. I'm trying to change my user picture on my profile on the main nexusmods part of the site so it matches the new one I just switched to here on the forums. I click on the User Area >Change Photo thing, and it takes me to the photo editor to change it on the forums. I did that, and the pic I have here now is the right one. The one back on Nexusmods didn't update. I logged out and back in, and it's still the old one. Is there a different part of the site I have to go to make the nexusmods pic match my forums pic, or does it just take a reeeaally long time to update the main site pic (just checked again while reposting this, still the same)? I was looking for a way to change it for almost an hour, so clearly I've caught the idiot ball on this one.
  4. not really a newbie here, but this question is admittedly really stupid so I figured this was the closest place for it, sorry if I'm wrong about that. Unfortunately for me, it seems i cannot brain today, i have the dumb. I'm trying to change my user picture on my profile on the main nexusmods part of the site so it matches the new one I just switched to here on the forums. I click on the User Area >Change Photo thing, and it takes me to the photo editor to change it on the forums. I did that, and the pic I have here now is the right one. The one back on Nexusmods didn't update. I logged out and back in, and it's still the old one. Is there a different part of the site I have to go to make the nexusmods pic match my forums pic, or does it just take a really long time to update the main site pic? I've been trying to change it for almost half an hour, so clearly I've caught the idiot ball on this one. (oops, my bad, I'll take it to the right forum)
  5. So I changed the sea level to 0 and land to -5000 in the .esm on TEVEdit, and when I ran it through Oscape again, there was the heightmap preview! Booted into game, and I can finally see everything. Sweet. -5000 put too much of the place underwater, but I think just bringing the landheight up a bit should fix it. I've tried a couple already, and they all render properly with vanilla-based oscape settings, so it seems like all I need to do is juggle the landscape height a little bit until the coast is the right height. So it looks like I'm good now! :thumbsup: Hurray! Thanks for all your help, everybody, if it weren't for you, I'd probably still be be sitting here trying to click those grey boxes in oscape lol :smile:
  6. I do delete the old files before i go to try a new generate. I just keep the overwrite ticked in case I catch the idiot ball and forget something. When I bring it into oscape, it misreads the sea level (but not the land level), and the positive co-ordinate max (but not the negative). I double-checked in TESVEdit that I had the co-ordinates right, and it's definitely the size I thought. So I usually correct Oscape's -64x-64/60x60 to the actual size of -64x-64/63x63, and the sea level from 0 to -5000. I just tried it again, once with changing the sea level and once without, and unfortunately, neither worked. I couldn't find a 256000 1:1 setting, just a 256000 1:4 setting, so I used that. I continued correcting the cell size; it seemed too important to let be incorrect. Still no luck. :/
  7. I just did a clean run-through again, and took some screenshots. They're in this google drive folder. With any luck, I really will have been missing something obvious this whole time, and once it's spotted the rest will be easy. The target max. res. was chosen because I figured that staying as close to vanilla as possible, at least until I get it working, seems like a good idea. As in the screenshots, I've been checking the feature and surface boxes. The big thing I see here is the preview coming up blank, and (maybe related, idk?) the file select fields looking for .pts files. I don't have any .pts files, so they're blank. I tried to make some with this thing, but it gave a "could not start application properly (0x0000079 error, and exited.
  8. Oscape made and placed one of those, too, at Data/lodsettings. Not sure how to open it to check what's actually in it, but there it is. This LodFileGenerator tool looks promising, thinking of trying that unless anyone's heard bad things about it? Just so I know I'm not crazy, the worldspace name *is* in fact the same across all these, right, except for the filename case? (screenshots pic in google drive)
  9. Yeah, it all looks the same across the board. I'm a stickler for keeping consistent naming conventions in stuff like this, and I've been calling the worldspace _KC_Elsweyr all the way down. I had TESAnwynn set the worldspace name to _KC_Elsweyr and haven't changed it on the mod's end. On Oscape's end, it showed as that on the "fill" list, and all the files it made all say _KC_Elsweyr so I must have set it to that in Oscape too. Unless maybe the CK is case-sensitive? Cuz Oscape did put out the files in all-lowercase, but that's the only thing that looks awry name-wise.
  10. So I spent a day poking through the generated files like you suggested and the like. I'm not sure I understand, though, everything I read from the tutorials and other threads suggested that the map is literally a high top-down view of the worldspace's 1/32 level LOD. If that's not that case, at what step of the process/by what method is the map supposed to be generated? So I can go back to that step and find out what's wrong. I also gave it a go generating a LOD in the CK, just to see what happens. As I expected, especially for an area this size, what it generated was unusable (really badly torn, weird spikes. nothing else reads the landscape like this, just the CK's crappy LOD-maker. Render window, TESAnwynn, L3DT, etc see heights & everything perfectly). But it did generate and render all the levels, including a (badly distorted by infinite spikes poking the camera in the eye, but recognizable) map. (Which also suggests that the map is part of the LOD?) So I deleted that, re-generated Oscape's, went through the installer tab. It seemed to put everything in the right folder, but now not only is there no map, none of the other lod levels work anymore either. None of it shows up at all in-game. The files I'm seeing have names like worldspaceName.32 .16 .32.dds/.btr and I'm assuming that's "worldspaceName.Resolution.co-ordX.co-ordY". So they are in fact being generated and placed. But not seen, somehow? All I can think of to do here is, like...so the CK makes an ugly lod that renders, and Oscape makes a good lod that doesn't, and afaik the actual files they produce have the same names, so maybe I could let the CK one run, then overwrite most of its output with Oscape's meshes and textures, and just keep the info that makes it load in-game (if that even makes sense)? Or maybe this just means the problem is the Oscape-made worldspaceName.lod file, not the mesh and texture files?
  11. Yep, 128x128. Oscape, CK, and the game all seem to be seeing the it all at the right size and all there. It's just, without the 1/32 level lod, the map is just a 128x128 brown square. The first few levels of LOD seem to be generating and rendering fine. I just can't get Oscape to give me those lower options I need for the worldspace map to work. The only other weird thing I can see that might point to the problem, is that when Oscape goes through the "Preview" tab, the heightmap preview shows all-black. None of the settings combinations seemed to change it, and the 1/1 - 1/8 levels being generated were working in-game anyways, so I haven't really thought much about what that could mean.
  12. Hey. Yeah. Me again, sorry. The bad news is I'm stuck again. The good news is I'm not asking you guys about heightmaps anymore. So, I'm trying to get a landscape LOD exported, so I can see the whole map at once easier, and see if I have the water levels and everything right, so I can move on to landscape texturing etc. I have my 4096x4096 worldspace in an .esm, I have a border region set around the entire edge of the map (as part of same .esm, not seperate .esp), and of course Oscape. When I try to make a LOD for this place, it does it exactly fine, for resolutions 1/1, 1/2, 1/4, & 1/8. But 1/16 and 1/32 aren't being generated. They're greyed out. I cycled through all the max. resolution target options, and none of them had 1/16 or 1/32 as selectable options. 1/16 being missing causes a ton of pop-in on the 1/8th distance LOD objects. The missing 1/32 is an even bigger problem, because 1/32 is also used to form the world-map; without it I just have a big brown waterless square instead of a map. The weird thing is, in all the tutorials and help threads I've googled, the screenshots also show those resolutions being greyed out. But then, somehow, the people in those threads seemed to still manage to get their LODs and map properly generated? What am I missing?
  13. So most of my worldspace landscaping woes are (mostly) resolved, what with the infinitely tall 2D spikes and all. What I've got left is this...whatever this is. Big spaces I'm pretty sure are actually cell tearing, and these weird random cells that are the right shape, but several miles too high in the air. Not sure if those are the same error?? I think they must be related to the *obscene* number of over/underflow errors coming up in TESAnwynn. I've attempted all sorts of vertical scale adjustments and smoothing and height range adjustments, with no obvious changes to any of it. I'm just trying to figure out what I can do about the tearing errors and ???? errors, probavly by way of figuring put what to do about the under/overflows. Ideas? This link to a picture of my floating land cells problem in my google drive should be accessible to everyone : https://drive.google.com/file/d/0B_fH4dmuVD60VFZ0ckdiOUFZTXc/view?usp=drivesdk
  14. Thanks for the suggestion, the CK does seem at least somewhat happier. The tut listed 3072 as an example of a valid size, but I couldn't remember why I'd picked that one specifically in the first place, so I just moved up to 4096 and spent a day playing around with that. About half the map now looks pretty good, with no/minimal tearing issues. The other half still has some very worrying twisty shapes and mile-high 2D spikes, but it's definitely an improvement from before, and I guess I'll just have to finish up re-proportioning around the last few smaller bits that I'm actually sure are definitely tearing, and hope it fixes the spikes too as a side effect. (which it hopefully does, since there's not even anything pointy there on the map so I can't just flatten the problem cells--they're already pretty much flat). Speaking of maps, if the CK's heightmap overview is right, it's actually loading the whole map now instead of just the middle--also a step in a good direction! I guess the main non-spike issue now is not being able to see what I'm doing, then, since the CK will still only give me a few cells at once and won't change to a new "chunk" of cells as I move around. I strongly suspect at least some of the twisty shapes are half-loaded hills that look wrong because the CK won't load the other half as I approach it. I've looked everywhere and can't find any setting related to this, which was my only real idea on the subject (that and a thought that maybe generating lod would make more cells visible so the loaded area would have to start following me as it should, but I'm almost certain that's not part of what lod does, so...*shrug*). Also of concern is that fact that, in an attempt to finally get a good look at the land, I tried plunking down a cocmarker on a likely-looking plateau, then boot into the game and check it out in person. But when I coc'd in, there was no land at all, totally invisible. I was in the right worldspace, about where the marker should be, but there was nothing but infinite water in every direction but upwards. I thought maybe I put the water to high and tried to swim down, but after swimming who knows how long I didn't see any part of any landmass. Water, water everywhere. No clue here either. So just gonna have to hope here too that polishing up the map so it shows well in the CK will make it fit to appear in the game too. I tried moving land up and water down via both "Cell view>edit>water height" and "World>Worldspaces>Water/Land Height fields, to no obvious difference. Maybe I'm picking the wrong numbers. I need a rest for a bit, so I'm gonna leave off here for the night. Tomorrow morning I guess I'll check this thread, then unless another nice Person Smarter Than Me suggests doing something else, I'll just soldier on with my spikes and water-levels.
  15. I'm following this tutorial, but have also tried every other tutorial in existence, with the same (or worse) results. So I've got a heightmap all sculpted out. Everything's as it should be. I'm using L3DT for the job. The slopes are smooth and non-threatening. If I flatten it much more, it'll be a frictionless plane. The lower height is 117.04, and the upper height no more than 1000, as prescribed by the tutorial, and the horizontal scale is set as instructed too. The map is 3072x3072 over all (using the free pro-trial of l3dt to load a map so big). The RAW is exported according to instructions. 16-bit, correctly sized, not y-inverted, etc. TESAnnwyn flags are set also according to instructions, including doing the math for -x and -y about five times (and getting -48 every time). TESAnnwyn runs and produces the .esp, with no apparent problems (except a hideous number of over/underflows, and nothing I do to the map no matter how drastic changes their quantity). The resulting .esp opens in the CK...and that's about it. Absolutely nothing else about this process has succeeded. Nothing is working the way everything says it should. I can't find a single place online talking about anything like this. One problem is not being able to get between wilderness cells except manually. I click on a cell to load, it loads that and the two above and below it in the list (ex. click 24, 20, get 24, 18-22). If I go past 24,22 it should automatically load 24,23. Instead, it just goes out of the cell into the void, as if it was an interior (it's not, and not set as one). I have to click it manually to get the next chunk of cells. Zooming out also shows only those couple cells, then void. Another problem, the land is beyond messed up. Like cell tearing, but worse than any example I can find. Anything that's not flat plane is either twisted into random shapes, or turned into a completely two dimensional (!!) plane sticking perfectly straight up into the air for MILES. I keep smoothing and smoothing and smoothing and flattening and adjusting, but nothing I do changes or helps. tbh, I don't even see a difference whatsoever, even after cutting the vertical range in half and drawing the horizontal range out as far as the tutorial said it could do. I just can't even seem to affect anything, nevermind fix it. I'm starting to doubt this is even an example of cell tearing to begin with, but have no idea what else it could be. Third problem(s) was found when I tried looking at the heightmap using CK's own viewer. Firstly, I dunno if maybe it's supposed to be like that, but the whole thing looks like nothing but a mess of perfectly square pixels of random colours, attempting to smooth it with CK's tools crashes the CK when trying to save the changes. (Since I can't see more than a couple cells at once, this is the only way to see the entire map.) But even if I could save them, it wouldn't matter. Because, if the height editor preview is any indication, about half my map is being cropped off from around each side, despite TESAnwynn having been set to the right image size. Hell, on some attempts the stupid thing has even been cropped AND squashed slightly at the sides so it's not even square anymore. I checked the RAW being output by L3DT in PS, the whole thing is there and intact. And once again, not a single thing I change about any part of the export or import process or original L3DT map seems to have ANY change on any part of the problem. I'm completely lost, and have nowhere left to look for information, so any kind of idea would help (any screenshots or details requested will be eagerly supplied). I've literally done nothing but try to fix this for almost a week now. Literally, I wake up, I research and try different solutions until I'm too tired, sleep & repeat. And haven't made a single, solitary inch of progress on this problem. I'm frustrated, exhausted, and UTTERLY out of ideas; I've just beat my head against this wall so hard for so long every thought has turned to mush. I'm still 1000% devoted to this project, I just really, really need a hand getting over this seemingly insurmountable obstacle.
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