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Zehryo

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Everything posted by Zehryo

  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
  15. [sOLUTION] YES!!!!!! It works!!!!! Thanks a lot Solymer89!!!!!!!!!!!!!!!!! Here the full solution step by step: -. Open the configuration panel from the standard Skyrim launcher, the cool borderless splash screen one (not the 4GB launcher!!) -. Configuration -. Flag the window mode option and select whatever resolution you prefer, just go for one that's smaller than your screen -. Start the game, now windowed -. Alt+Tab to be able to move your cursor out of the game window and open the Skyrim.ini file you can find in the "MyDocuments\My Games\Skyrim\" folder -. Change the "uGridsToLoad" and "uExterior Cell Buffer" values to the lower ones you need and SAVE -. Click inside the game window to get back in control of the game cursor and open the console (press the "~" button, the one below "Esc") -. Type refreshini and hit Enter -. Now make a new savegame, even a quick one -. Exit the game -. Now you can run Skyrim again with the fullscreen resolution, the latest save file will work at the lower uGridsToLoad value!!! Tadaaaa!!!! Thanks thanks thanks thanks thanks thanks thanks Solymer89!!!! XD
  16. Thanks a lot!!!! I dont know if your solution will work, because I've always had problems on Alt+Tabbing and back when I play Skyrim. But the whole thing makes sense!!! I'll try asap and let you know!!! Thanks again!!! My side note: Yes, if you wanna tweak uGridsToLoad upwards you can, it will work for sure. The problem is going back to lower values, that's why we needed that set/save/refreshini thing..... The first time I tweaked this value was to see how beautiful the game could look. Then I decided to revert to a more playable value. If your system is tough enough, I suggest you to try setting it to 7, it greatly solve that awful "popping-in high detail landscapes horror show" that you get with 5.
  17. Yep, already tried, and starting the game over with un-tweaked/default values work fine. But the problem stays, 180+ hours is nothing I wanna trash because of a stupid patch. I can still play with a tweaked value, but certain landscapes bring my FPS down a bit too much (27 sometimes) so I wanted to revert it back to the default. So, please, if anybody has a solution.....
  18. You started speaking about something that is not coherent with the OP. Pardon me, I lost my temper after the second totally pointless reply showed that you didnt really understand what I'm talking about. The problem is not tweaking the value, the problem is reverting to lower values. After the 1.3 patch, the well known revert method (setini/saveini/refreshini) doesnt work anymore. "Anymore" means that, before this last patch, the method always worked very well, all the tens of times I applied it. I've also removed and reinstalled the game clean, but the only way to make the old savegames to work is by tweaking the uGrids value to 8. Reverting back doesnt work ANYMORE. PLEASE NOTE: I'm not the only one having this problem.
  19. MY PROBLEM IS THAT AFTER THE 1.3 PATCH, THE REVERT METHOD DOES NOT WORK ANYMORE, BRINGING TO CTD INSTEAD OF LOWERING THE ACTUAL uGrids VALUE!!! PLEASE, READ CAREFULLY MY OP, I'M SAYING THAT I HAVE PROBLEMS REVERTING THE VALUE TO A LOWER ONE, NOT INCREASING IT!!!! I CLEARLY SAID THAT I'VE INCREASED AND DECREASED THAT VALUE SEVERAL TIMES TO MAKE TESTS AND IT HAS ALWAYS WORKED, WITH BOTH ODD AND EVEN NUMBERS, BEFORE THE 1.3 PATCH CAME IN!!!! PLEASE, READ CAREFULLY MY OP, THE PROBLEM IS NOT TWEAKING, BUT REVERTING!!! PATCH 1.3 MAKES THE REVERT METHOD NOT WORKING ANYMORE!!! ANYBODY, PLEASE, WHO'S READ MY OP CAREFULLY, HAS A SOLUTION!?!?!??!? I NEED A NEW METHOD TO REVERT THE uGrids VALUE, NOT TWEAKING IT!!!!!!! FOR GOD'S SAKE, READ CAREFULLY!!!!!!!!!!
  20. It's not like we dont want to help you, we're just facing our own problems. Read here and here, maybe this could fix your problem too.
  21. Please, read carefully here, where it explains how to tweak and revert the uGridsToLoad value. Anybody who really knows how it works that can help me, please? =p
  22. Oh yes!! Bethsy scored again!!! Patch 1.3 got me by surprise and here we are again. I've been playing with uGridsToLoad set to 8 for a while, now. Then somebody told me that number should be odd, so I was planning to move backward to 7. Before I could change it, though, patch 1.3 came in. Now, when I do the "setini 'uGridsToLoad:general' 5" thing, new savegame and restart, Skyrim goes totally crazy!!!!! >.< First of all, the imperial mark, the dragon symbol at the very first menu, is reddish!! And so are all the models shown during the savegame load up!! Then the game just CTD about 1-2 seconds after I've clicked to load the last savegame (or any other savegame). What I've noticed by using the set/save/refreshini method: -. Skyrim creates a new Skyrim.ini file inside the Data folder which reports a LOT more settings than normally -. It just loads up from that .ini, that's why the reddish models -. Deleting the new Skyrim.ini solves the reddish models, but not the CTD when using a uGridsToLoad=5/7 Skyrim.ini -. By deleting the new Skyrim.ini and leaving uGridsToLoad set to 8, the game works fine My conclusion: the set/save/refreshini method no longer works if you wanna set a new savegame with a lower uGridsToLoad value. Do I have to start the game over after 180+ hours just because I wanna set a lower tweaked value!?!?!? Any help!?!?!? =(
  23. I was checking the nVidia guide for Skyrim tweaking and I stumbled on this variables: fSunShadowUpdateTime=1.000 fSunUpdateThreshold=0.500 They must to be added in Skyrim.ini, under [Display] section. The values reported there are the default ones, the ones that make shadows leap for and back for like half a feat as the sun/moons move around. nVidia reports 0.000 and 0.100 for a smoother movement. I find 0.000 and 0.001 is even better. Experiment at your will. ^^
  24. Hmm....I've read that tutorial like 3 times and it actually works, but never noticed it says anything about odd or even numbers...... Anyway 7 gives me the same result. 8? Same thing. 11? Madness!!! XD Nah, I just want to avoid that awful pop-in of the scenery details, like rocks and trees changing from LOD to full details....bleh!! I've played at 11 for a bit, but then I decided I couldnt take the FPS drops anymore. So I moved down to 9, then 8, then 7....6 was my last try. But to be honest there's no big difference between 6 and 8, in terms of performance. It's like anything beyond 5 brings in some heavy work loads for my GPUs, and I cant understand what's so "heavy". =p Anyway hurray for the ENB/HDR embedded FPS limiter, my cards dont go overspeed anymore when I'm indoor. 120FPS is totally useless and all I could notice was overheating and noisy fans. >.< ANYWAY!! Anybody else is experiencing such big performance drops when going anything beyond 5 uGridsToLoad? Your system specs? Other tweaks? I suspect it's all about trees and shadows, but they're range limited.....
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