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Tamb0

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Everything posted by Tamb0

  1. As I said You generate LOD correctly and the map will appear No, it won't automatically appear. If you change / alter the landscape, you have to generate LOD again so that the changes will be reflected on your map and distant terrain.
  2. The world map is created from level 32 LOD meshes and textures. Follow Alexander J Velicky's tutorial on YouTube to see how LOD is created - https://www.youtube.com/watch?v=kB2rqH7Ytko
  3. Read this - http://forums.nexusmods.com/index.php?/topic/1378248-worldspace-lod-error-help-needed/&do=findComment&comment=11672801 I don't know how big your worldspace is, but if it's bigger than 1024, say 2048, then the next points will be -32 to 31 on the x and y axis. 3072 would be -48 and 47...etc.
  4. When your creating and testing a mod, you are supposed to do it with a new character and no mods whatsoever loaded. Just the vanilla game itself. Only test with a new game. Disable all mods and start a new game. Go through the whole Helgen thing and when you emerge from the cave, save at that point. Only use this character for mod testing. Your saved game probably has a lot of references to scripts (amongst other stuff) that are running in the background.
  5. The ground texture problem is usually too many textures in the cell quad. Each cell is divided into 4 quadrants and each quadrant can have a maximum of 6 textures. In the Render window, move the position of your viewpoint so that you are directly above the cell with the black textures (press B to see cell borders). Make sure the Render Window is active and press H. This will open the landscape editor. Make the Render Window active again and press I. This new window is a view of the 4 quadrants of the cell and has information on the textures used in each quadrant. Look for any quadrants that have more than 6 textures. Right click on the texture with the lowest percentage and select Replace. Make sure you replace it with one of the other textures in the quadrant. If the quadrant has 8 textures, then you would do this twice. Can't help with the time problem...sounds like some sort of scripting issue.
  6. Well it all depends how you use the master file. If you're using Version Control to edit the esm, then it's actually quicker. You can change it to a master file and open it the CK in one go, instead of opening another program to make a master file and then opening the CK to open the master file. The OP never stated why he wanted to create an esm, so he has been provided with two alternate methods of creating a master file. It's up to the OP to use which one suits his / her needs.
  7. Version Control is built into the CK, but is disabled by default. This Wiki page explains how to set it up and use it - http://www.creationkit.com/Version_control You won't be playing the game with a plugin file, you'll playing the game with another master file. Master files do not have the size restictions that plugins have. It's only when a plugin becomes too big, that is has to be converted to a master file (esm).
  8. Yep, just rename and load it in the CK, as per instructions.
  9. I just had a look at the files and was quite suprised to see that they are esp's. I think the file is too big to be worked on as an esp. It will have to be converted to a master file (esm) and edited using Version Control. The person that posted the files is probably stripping things out using TES5edit. ** You should be using TamrielCopy02.esp. that's the latest version.
  10. I'm pretty sure you can delete the reference. As long as the Form ID doesn't begin with 00 (Skyrim.esm) or 01 (if you have Update.esm as a master as well), then the changes shouldn't affect your game.
  11. You can use the CK to create a master file (esm). Make a backup of your esp and rename it YourMod.esm Move it into the Data folder and then follow these instructions - http://tambomedia.com/Site_Pages/L3DT.html#_Create_Master
  12. Found this over at Dark Creations - http://www.darkcreations.org/forums/files/file/832-tamriel-worldspace-copy/ This looks like a duplicate with all the statics included.
  13. The only thing that's extracted is the landscape profile. I don't know of any way to extract the land and the landscape statics. It may be possible with a TESVedit script. You would have to ask the guys on the TESVedit post. (Nexus Forums or the Bethesda CK Forums, not sure which)
  14. Open Skyrim.ini in your My Documents\My Games\Skyrim\ Look for the heading [MapMenu] and delete anything thete that says uLockedTerrainLOD= (usually uLockedTerrainLOD=8) If it's not there, post what you have under the [MapMenu] section.
  15. I don't think there is a tutorial on this and I couldn't find the plugin file that I made a while ago. To do this is a bit complex, so to write down the procedure would take too long. I thought it would be quicker just to make a quick master for you with the Tamriel_New worldspace in it. Download it here - http://tambomedia.com/Site_Pages/Misc/Tamriel_New.zip (approx 26MB) The worldspace is named Tamriel_New Due to the way TESAnnwynn exports the worldspace, I flattened a lot of the sea bed at a depth of -115m to the far north (Sea of Ghosts). Skyrim has a sea bed that is approx -360m, which is far too deep anyway. You can add your own underwater mountains and valleys if you want, but personally, I think its still too deep to bother about. Quick pic - http://tambomedia.com/Site_Pages/Misc/L3DT_Tamriel.jpg Because this is a master file, you will have to set up Version Control to edit it properly. I also had to extend the heightmap dimensions to 4096 x 4096 so that LOD can be generated properly in Oscape. This is why you'll see the land drop away outwith the 3808 x 3008 bounds of the original Tamriel heightmap. Hope you find this useful for your mod :smile: ** On a side note, Sea level is now at 0.0 insted of the original -14000 and the left/right, up/down position may not be exactly the same, but it's close. Bethesda offset the heightmap slighlty to confuse us I think :smile:
  16. If TESAnnwyn is correct (I think it is), then 1metre = 100 cm = 70.175 GU. Round it off to 70 GU this gives us 1 GU = 70 / 100 = 0.7 GU = 1cm therefore 10cm = 7 GU 1 inch = 2.54 cm = (2.54 x 0.7) = 1.778 GU multiply this up and you see that 6ft = (72 inches ) = 72 x 1.778 = 128.016 or 128 GU To round thing off, it's generally accepted that 128 GU's are equivalent to 6 feet (imperial). Hope this gives you a foundation to work on. As Kraeten said, most static sets stick to multiples of 128 GU i.e 128, 256,...etc so that everything snaps into place.
  17. The best way to go about this is to extract the heighmaps for each quad (9 in total if I remember correctly) and stitch them back together in Photoshop. Then create a new worldspace esp / esm using TESAnnwyn and the extracted Tamriel heightmap. I did this a while ago, but i don't know if I've still got the esp / esm. I'll have a look through some of my old (passing the time :) ) projects and post a link if I find it.
  18. The 3D Map Camera Limits web page has instructions - 'Lines with (uLocked) adjust level of detail of the terrain and objects (which is kinda low anyways), There also may be an issue with "A Quality World Map - With Roads": Try changing the uLockedTerrainLOD= to 32, or remove it completely.' Remove that line from your Skyrim.ini file. That would be my first port of call.
  19. If you click on the '==Please read the ReadMe==' on the YouTube page, the URL is given.
  20. That looks like the landscape LOD coming up through the ground. If not, can you grab the static in the CK and move it around?
  21. No, cell 0,0 is the first cell on the positive side. If the cells started at 1,1 then you would go to 16,-16., but as they start at 0, you go to cell 15 on the positive side. 0 to 15 is still 16 cells
  22. To generate the landscape LOD with the CK, read this post - http://forums.bethsoft.com/topic/1477397-merging-lod-files/?do=findComment&comment=23108789 To make your worldspace square and use Oscape, read below. Open the Region Editor with the menu World > Regions. On the left at the top there is a drop down box. Select your worldspace name. Directly below this, there are the names of the default regions. Right Click on any of these and Select New Region. Scroll down the list and you will see a new region has been created. The name will have an asterisk (*) next to it. (usually named Region 320 * or something similar) On the right at the top there is the General tab. Name the new region Border. Put a tick in the No Color box and the Border Region box. Click Apply. On the right hand side at the botom you should see a window with some white squares in it. This is your worldspace at the moment. You can zoom in and out using the mouse scroll wheel. If you move the pointer around the box, you will see the cell coordinates in the lower left corner of the Region Editor window. In the black areas of the window, you will see the cell coordinate of the cell at the mouse pointer, even though you cannot see the cells. Depending on the size of your worldspace, you have to determine how big you want to make the border region. Lets say your worldspace is roughly 5 cell x 5cells. You would be better making a region of 32 cells x 32 cells (1024 x 1024 pixels). The first thing you want to do is put the corner of the cell at -16, -16. You can drag the cells in the window by clicking the middle mouse button and moving the mouse. Drag the worldspace to right and upwards until until you can click in the black area at -16,-16. Left click and a red X will be placed in -16,-16. Now drag the worldspace to the left until you can click in 15,-16. Left cilck again and you will see another red X with a red line that connects to your first position. Drag the worldspace downwards until you can click in 15,15 and left click again. Then drag the worldspace to the right until you can click in -16, 15. That's the 4 points of your border complete. To finalize the border region, Right click in the same window and select Done. After a short time, the CK will show your completed border region and all the cells will appear white with black grid lines. This will make the Oscape landscape LOD compatible with the CK static / tree LOD. **Edit** Forgot to mention, if you accidently click in the wrong cell, right click in the same window and select Clear Last Point. Another point. Keep the Oscape Worldspace.lod file. If you generate static meshes after using Oscape, the CK will overwrite the Oscape Worldspace.lod file and some of your landscape LOD will disappear. This happens because Oscape will generate the LOD based on 64 x 64 cells (2048 x 2048 pixels). This seems to be the minimum size that it likes to work with.
  23. Two choices, generate landscape LOD with the CK, as well as the static / tree LOD. The second choice is to make sure your worldspace is square in shape and the total amount of cells in the x and y coordinate are a multiple of 32 ie 32, 64 96,...etc. You can do this by creating a border region in the region editor. If you need instructions on this, post back.
  24. You better be careful. Mummy and Daddy might catch you.
  25. Some of the map settings were moved from Skyrim.ini and hard coded into the exe. I don't think this can be done anymore. The players position will always be the centre of focus as soon as you press the map button. You can however lock the camera position and stop the camera panning left and right. the camera will start to look down towards the cell that the camera is locked to when you try to pan. Try these - In the My Documents\My Games\Skyrim\ open Skyrim.ini with Notepad. Look for the heading [MapMenu]. If it doesn't exist, create it at the bottom of the file. Add these lines under the [MapMenu] heading - fMapWorldYawRange=0.5000 fMapWorldMaxPitch=20.0000 Next, open World > World Spaces... Highlight the world in the left hand window and then look over to the right for Cell Coordinates. In the 4 boxes underneath, set both the NW Cell X and SE Cell X to the same number ( x coordinate of the cell that the camera will be locked at), then enter the y coordinate in the other two boxes. If I wanted to lock the camera at cell 0, -32 then NW Cell X and SE Cell X will both have 0. NW Cell Y and SE Cell Y will both have -32. You can also set the Minimum Height and Maxumum Height of the camera on this screen. When the map key is pressed the camera will aim at the players location from 0,-32. If you try to rotate, the camera will start to look downwards and will lock on to cell 0,-32. That's about the closest your going to get.
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