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About iakamil

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Skyrim
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Thanks. I added the step 14 part, that was an error on my part. yeah thats what i used when first learning how to create worldspaces, its a great tutorial
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Thanks. I added the step 14 part, that was an error on my part.
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LE .hkx animation - animate/move mesh, not bones?
iakamil replied to ghosu's topic in Skyrim's Creation Kit and Modders
sadly, no you cannot create mesh animations. in the dawnguard crossbow, the reload animation is actually done by bones. it is just that the bones are rigid bound to certain pieces of the mesh. if you do 3D modelling, you would understand what i mean. oh and, its actually quite hard to implement completely new animations that arent replacers for vanilla ones, but i have heard it done -
This is a full tutorial on getting a height map into the Creation Kit using L3DT and TESAnnwyn. L3DT can be found here. The standard version is free but is limited to heightmaps that are 2048x2048 pixels (about 2/3 the size of vanilla Skyrim). Buying the pro version is a good investment. TESAnnwyn can be found here. It is a command line program that creates an esp world space from a 16 bit RAW file and is highly powerful, but hard to learn at first. 1. Download and install said products. 2. Open L3DT and navigate to File>New Project. 3. A dialogue should open up. Select blank designable map from the options and click next. Image 4. In the next window, select the size of your heightmap. In the box for "Horozontal Scale(m)" type in this exact value: 1.8288221359252928 Image 5. Press next and in the list for HF/DM ratio, select 16. This sets how many editable squares are in your design map. You can assign values to each square easily. The lower the value you select, the more detail you can put into your map. Don't fret though, you can easily change the HF/DM ratio by going to Operations>Design Map>Resize design parameters. 6. Press okay and you should now have a completely green view in the program. Image 7. Go to Tools>Edit active map layer. A small window should pop up. 8. Check the box for altitude and set the value to -10. At the bottom of the window, select the button for "Apply to all" and click yes to the warning window that shows up. -10 is the value we are using for the ocean floor. Image 9. Now set the altitude value to 5. This is the low beach area of our map. Create the initial shape of your height map with this level. Image 10. Change the level to something higher and start editing the higher areas of your map. Keep doing this until you have your height map ready the way you want it to be. You can also set the brush size to varying sizes to edit a smaller area in your strokes. There are many other options in L3DT, but this is not a tutorial on L3DT, so you can find out what those options do in a different tutorial. Image 11. Once you have the shapes and heights you want, navigate to File>Format Preferences. A window should pop up. Image 12. In the window, click the small plus sign next to "Project Maps". Click the plus sign next to "Heightfield". Image 13. In the list that shows up, click on the selection for "RAW". On the right of the window, click the "Options" button. A window should pop up. Image 14. Double click the text of "Manual scale". In the box that shows up, type in the number "0.1143013834953308" and press ok. Double click "Mode" and change it to 16-bit unsigned. Image 15. Press ok in the other two windows until the only L3DT window open is the main one. 16. Navigate to Operations>Heightfield>Generate Map. If it asks to over-write existing heightfield, press yes. Wait for it to generate. You should now have something that looks like this. Of course, the shape is different based on your heightmap. Image 17. In the toolbar, press the little "3-D" button all the way to the right. 18. A Sapphire window should open up, showing a rough preview of what your world looks like. Image 19. Navigate to somewhere where you know your player probably won't explore, such as a part of the ocean. You move around in the Sapphire editor by holding down left click and moving the mouse to rotate and using the W-A-S-D keys to pan and the mouse wheel to zoom. 20. Go to Edit>Heightfield tools ( or press the "h" key). A window should pop up. Image 21. Select the option for "Set to" and in the window that pops up, type in "-200" and press ok. Image 22. Scroll the mouse wheel down so that the wireframe sphere is as small as it gets. Click once with the left mouse button. A small hole should open up in your world. NOTE: We do this because the grayscale height calculation in L3DT is different from that of the CK. L3DT uses black for the lowest height on the CURRENT map, and white for the highest point on the CURRENT map, whereas the CK uses black for the lowest point POSSIBLE and white for the highest point POSSIBLE. Image 23. Close the Sapphire window and press F-5 on your keyboard to refresh the heightfield. Your heightfield should look something like this. Image 24. Go to Operation>Heightfield>Clip Heightfield. A window should pop up. 25. In the first options box, make sure "Clip below" is the one selected. In BOTH of the other two boxes put in the value "-117.0446166992187" and press ok. The heightfield might regenerate. Image 26. Now your heightmap looks like this. It is time to export from L3DT. Image 27. Navigate to File>Export>Export map layer and select heightfield from the options box and click ok. A window should open up. Image 28. Select RAW in the file format and point the save directory to the directory where you installed TESAnnwyn. Press options and make sure the manual scale says this number "0.114301". For the file name, put anything. Press ok. 29. Close L3DT and navigate to your TESAnnwyn directory. 30. Open Notepad and paste the following into it "tesannwyn -i Skyrim -w WorldspaceName -p 1 -b 16 -d 1024x1024 -h -8192 -x -16 -y -16 HeightmapName.raw" (without the quotes of course). In the place where it says "WorldspaceName" put in the name of the worldspace you are creating. Where it says "HeightmapName" put in the name of the RAW file you exported form L3DT. Where it says 1024x1024, change that to the size that your heightmap is. (The heightmap I created was 1024x1024 so I used that). In the area where it says "-x -16 -y -16" you need to take the size of your heightmap and divide it by negative 64 and put those values after the "-x" and the "-y". Since my heigtmap was 1024x1024, my values are 1024/-64= -16 Image 31. Save the file as a .bat file (with anything for the name). Make sure you save the file in your TESAnnwyn directory. 32. Double click on the .bat file. A console window should pop up. Let it do its work. A new file will be created called tesannwyn.esp. This is your new worldspace file. (You can rename it whatever you want.) Image 33. Move the tesannwyn.esp file to your skyrim/data directory and load it up in the CK (making sure to load Skyrim.esm and Update.esm as parent masters). And there you go, your new worldspace! NOTE: If the water level is a little off, you can play with the "-h" setting. The values that usually work for me are -1400, -16048, and -18096. THIS TUTORIAL CAN BE CONFUSING. IF YOU HAVE ANY QUESTIONS JUST ASK IN THE COMMENTS AND I WILL DO MY BEST TO ANSWER THEM. I PUT THE IMAGES AS LINKS BECAUSE THE FORUMS HAVE A LIMIT TO THE NUMBER OF IMAGES YOU CAN SHOW. Credits to Lightwave for the amazing TESAnnwyn tool.
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This is now hosted on Dark Creations
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GUYS, MORE THAN ANYTHING, I NEED MODELLERS
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well, we were going to use some dwemer/markarth architecture pieces, but we also wanted to create new meshes based on this picture from the elder scrolls online we also have some good palm and tropical jungle trees from GKB Green Trees http://lorehound.com/wp-content/gallery/eso-leaked/1s65s.jpg
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Summerset Isles Quest to destroy the Aldmeri Dominion The Summerset Isles mod is a work-in-progress mod developed by a team working to re-create the homeland of the High Elves. Along with the major landscape of the Summerset archipelago, we also want to include a major quest line based on the Great War and the Civil War quest. This quest line will contain a series of war and battle events where the Stormcloaks and/or Imperials will invade the Summerset Isles with the thought of removing their presence from the Empire. Want to help with this? We are trying to make this mod as lore-friendly as possible. Unfortunately, there aren't enough resources in the Creation Kit and Skyrim for a land based on a whole new different style of architecture. Along with that, this project is very large and we require a large team to create this within a suitable amount of time, and still make it look amazing. If you have skills in modding using the Creation Kit, modelling, texturing, composing, or voice acting, please post in this thread or add me on Steam We need some quest scripters, new armors, new buildings, large city creators, and other things to make this mod seem more amazing and immersive. Check the work-in-progress version on the Steam Workshop http://i1051.photobucket.com/albums/s424/yourownstupidity/summerset%20isle/2012-08-17_00003.jpg http://i1051.photobucket.com/albums/s424/yourownstupidity/summerset%20isle/2012-08-31_00001.jpg http://i1051.photobucket.com/albums/s424/yourownstupidity/summerset%20isle/2012-09-02_00001.jpg http://i1051.photobucket.com/albums/s424/yourownstupidity/summerset%20isle/2012-08-31_00002.jpg http://i1051.photobucket.com/albums/s424/yourownstupidity/summerset%20isle/2012-08-31_00008.jpg http://i1051.photobucket.com/albums/s424/yourownstupidity/summerset%20isle/2012-08-31_00006.jpg http://i1051.photobucket.com/albums/s424/yourownstupidity/summerset%20isle/2012-08-10_00001.jpg http://i1051.photobucket.com/albums/s424/yourownstupidity/summerset%20isle/2012-08-31_00005.jpg http://i1051.photobucket.com/albums/s424/yourownstupidity/summerset%20isle/2012-08-31_00004.jpg http://i1051.photobucket.com/albums/s424/yourownstupidity/summerset%20isle/2012-08-31_00003.jpg
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currently, i am working on a mod that has its own exterior world space of 4096 cells. i dont want to hand create the navmesh, it would take forever. is there any easy way i can generate it automatically?
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In a mod that I am creating, I want there to be a type of crossbow, based on the Dawnguard crossbows, that fires at a more rapid rate. I started off by duplicating the regular crossbow, but in the edit window, i found nothing that would edit the amount of bolts fired per shot. Can anyone help me figure this out?
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I created a large custom world space, and before I start filling it, I was wondering if how I should go by creating the LOD for it.
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I am currently gathering a team of people to help create a mod based on the tropical Summerset Isles. I need exterior editors, interior editors, scripters, modelers, texturers, and voice actors. Also, a few people who can use L3DT and TESAnnwyn would be nice, as the height map still needs editing. This is still a work in progress, so the quest line has not been fully developed yet. A basic idea of the quests would be the fall of the Thalmor and/or an attack from the neighboring sea elves. People with all amounts of experience are welcome to join the team. If you are interested and want to apply, send an email to [email protected] with the field you want to apply to (interior editor, exterior editor, modeller, etc.) and a copy of something you have created.
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i created a heightmap in l3dt. this is what it looks like http://i1051.photobucket.com/albums/s424/yourownstupidity/summersetisle.jpg i used this command in tesannwyn: TESAnnwyn -i Skyrim -s 20 -w SummersetIsle -x -32 -y -32 summersetisle.bmp when i load up the esp in the ck, it looks like this http://i1051.photobucket.com/albums/s424/yourownstupidity/screen.png what did i do wrong?
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so i want to create a new world space roughly 1/3 the size of skyrim. what would be the pixel size of the heightmap i need to create using photoshop?