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Zehryo

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  1. This questions comes out spontaneously: why cant you use a single wide tile?
  2. Well, the right worflow with Oscape is to first generate a plugin file with TESAnnwyn or Geck. Then, if you used TESAnnwyn, you should use the Geck or FNVEdit to set proper LOD and default water/land heights. Third step is to open your plugin with Oscape, let it extract infos from your .esp and then set it to generate LOD at the desired resolution. You should never give Oscape your own RAW heightmap, but always let it create its own by extracting it from the plugin. This is because your heightmap and Oscape's have different scales of grey and you'd end up with discrepancies between the full terrain's heights and LOD's ones. And, if I get you right, giving Oscape a heightmap without a plugin seems to make it crash All this, however, is tested by me to work properly only with Oblivion and Skyrim. Cant swear for FNV.
  3. The program you're looking for is TESAnnwyn, not Oscape. With TESAnnwyn you can extract heightmaps from Skyrim and Oblivion plugins and master files as well as use heightmaps to create plugins. Have fun.
  4. If you want to make new worldspaces, and not just modifying Skyrim, I suggest you to put your hands on a copy of World Machine 2.2. I find it the best tool to make terrains for new worldspaces, especially for the way you can set world's scales. You can actually set your model to reflect ingame distances and heights almost 1:1 meter. If you get the software and need help with the workflow let me know, I'm even writing a guide on this.
  5. I dont know how to help you with the Vista-disaster problem, but I can tell you one thing: find a terrain generating program to refine your terrain, what I see is far too "sharp". =p World Machine 2.2 Model InGame Screenshot InGame Screenshot InGame Screenshot InGame Screenshot InGame Screenshot
  6. Just to report my own experiences with worldspaces creation. To create RAW heightmaps you can use terrain generation tools like L3DT or, even better to me, World Machine 2.2. The heightmap can then be converted to a plugin (.esp) file with TESAnnwyn that, for a 4x4 quads worldspace, can take like....few minutes. Then you it's to set the default water and land heights along with water height. Dont ask me why, but it seems Bethesda has set default land height to -14000 units and, if they did it, there must be some good reason. This means that water heights (both headers) must be set to something that is equal to [actual height + (-14000)]. That's all you need. As a last note, be aware that a full white area in your RAW map will be interpreted as a 7471 (7466?) meters elevation. That's why hand-crafting your RAW heightmap with a graphical software like Photoshop is not a good idea: because you'd end up with a heightmap that's just a guess of what it will look like in-game.
  7. It's not a matter of files, but of system registry keys. To clean your Oscape you have to "Run...." -> "regedit" Then move to [HKEY_LOCAL_MACHINE] -> [sOFTWARE] -> [Wow6432Node] -> [bethesda Softworks] -> [Oscape] -> [skyrim] -> [Wordspaces] Here you'll find a list of all the worldspaces you've opened with Oscape. You can either delete all of their registry keys (except the "Default" one) or the whole [Oscape] folder. Then restart Oscape and it will be as clean as freshly installed.
  8. I've been writing a guide on how to build a new worldspace for Skyrim, however I've not been using L3DT for a particular reason which just the cause of your problems. Your problem, and this is where L3DT fails, is that you didnt set a proper vertical scale for your heightmap. To have a 1:1 height ratio between your model and your worldspace in Skyrim you have to set the max world altitude to 7471 meters. Actually I've found 7466 is closer to the right scale, but both are good, in the end (matter of centimeters over hundreds of meters). So a whole quad is 1872 meters wide, a single cell is about 58,5 meters and the max altitude is about 7471 meters. Your problem, with L3DT, is that you should set the vertical scale to the right max altitude when you export the heightmap. Seeing your heightmap I can say that it's way too bright. For what I see from the cartographic map, I'm not surprised you get such bad tears and crazy steep hills: it should be about 1/5 less bright or even less, probably. I've got to know there's a way to set the vertical scale at the moment you export your heightmap from L3DT and I've also opened a thread on L3DT forums for this, so you might find the information you need right there.
  9. *Bump* 8th page and still just 8 views!? Anybody could help me with my problem? Pleeeease.... =\
  10. Straight to the point! I made a program to generate .pts files containing grids of points evenly distributed based on user-specified "resolutions", but Oscape seems to use only the points on the edges of tiles and ignore all the rest. So, to give an example, if I use a grid resolution of 16641 points-per-tile (129*129), the 129 points on each edge are used while nothing changes in the middle of terrain meshes. Obviously I've tried also with lower resolutions like 4225, 1089 and even 25....but nothing changes....especially at low resolutions. Anybody knows why or how could I get Oscape to correctly use my points? Maybe there's something about the number or distribution of points that I dont know? Help, please... =\ PS: if anybody's interested in my program, I can pass the source code or just compile it. PPS: I've attached a pts file for a 2*2 quads worldspace with -32/-32 start coordinates @ 17*17 points per tile....if you wanna try it in Oscape yourself.
  11. Ops, totally forgot about this thread!! >.< No, no performance hits, it just makes shadows change in small and frequent leaps instead of delayed big ones. It adds to realism, in some way.....to me. I've also used the console command "set timescale to 1" to make in-game time run as slow as in real life. One hour is one hour, not over one day out. Once you change it, it's going to stay for the next savegames and doesnt need to be set again at every load. Note: deafult is 16! This tweak only affects normal gameplay time, fast-travelling still takes the same amounts of in-game hours as normally.
  12. Thank you. I havent tried it, yet, but I had already read about it. For some reason I thought Skyrim to be DX10 and that this limiter (DX9 compatible) couldnt handle it. Silly!
  13. The cardS (SLI) get hot (and fans get noisy) because when I'm indoor my FPS shoot up to 120FPS!!! When I'm outdoor, especially watching heavy landscapes, the FPS go down to 30-80 and the cards always stay pretty quite and "cool". Just to give it a try, I've changed my monitor's refresh rate from 120 to 60Hz. Along with VSync, this gives the game some sort of FPS cap which works pretty well and cards stay "cool 'n' quite". Just I'd prefer to not have to change the refresh rate every time I change game.... NOTE: my aim is having a 60 FPS cap without changing the monitor's refresh rate.
  14. The only FPS limiter I've found is a mod, two files that must to be copied in game's folder in order to work. The problem is that I'm using a FXAA Injector which has a d3d9.dll file, while the FPS limiter tries to overwrite it with its own. It's pretty obvious the Injector will stop working, if I replace its d3d9.dll with another one which is totally different. Any other FPS limiter, around? One that can work with Skyrim and doesnt modify/replace any game/mod file? NOTE: wouldnt be that bad to leave my GPU follow the refresh rate by setting VSync ON, just....my monitor is a 120Hz one!!!!! Indoor areas are a constant 110-120FPS, my cards get hot pretty fast!! >.< Help!! =p
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