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Tamb0

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Everything posted by Tamb0

  1. My bad. I had .htm instead of .html Corrected the original post Thanks
  2. I've created a full L3DT to Skyrim tutorial for anyone interested in creating a new worldspace. The tutorial covers the procedure to create an island (big or small) and explains in detail how to get it into Skyrim. I've posted this for any comments / suggestion / questions that you may have - http://tambomedia.com/Site_Pages/L3DT.html
  3. I've created a full web based L3DT to Skyrim tutorial. Quite graphic intensive, so give it time to load. - http://tambomedia.com/Site_Pages/tutorials/L3DT.html
  4. If it's done, it's done. Actually, sometime it's a good idea to put a fresh install on your PC...clears out all the crap that you no longer use :) I try to do a clean install every 1-2 years.
  5. Windows7 64 bit can run on less 4GB of memory, just the same as the 32 bit version. It doesn't 'need' a minimum of 4GB. The only difference is if you have more RAM, it will use that as well. A 32bit operating system cannot use the RAM above 4GB, so it's wasted.
  6. By the sounds of it, you have less memory for a start. Not really sure why you downgraded in the first place. That's like fitting a new engine in your car because you have a puncture.
  7. I'm guessing that your esp just became too big to load as an esp. This does happen. The only way to fix it it to convert it to a master file. You may also find that any edits that you made to vanilla Skyrim did not carry over and the CK may delete these edits. This certainly happens when you create a master file using the CK. Wyre Bash may be different. No big problem. Vanilla edits can be kept in the dependant esp.
  8. I'm writing a full tutorial on this at this very moment...should be complete by the weekend. In the meantime, you might want to download L3DT (Google it) and get the fully functional Professional Edition. They give you a 90 day (3month) trial. Another point, the Havok bug only affects the x coordinates (left to right). The y coordinates are fine, so you could have have a world that say 126 (leave 1 cell both sides) on the x axis, but can be 512 on the y axis. Probable an exageration because you'ld want 1 quad for water (sea) LOD at the top and bottom. I'll post back when the tut is up and running.
  9. You have to open the mesh in NIFScope to find the textures for meshes. Slgctracon02 uses the textures and normals - textures\architecture\solitude\SIntWalltop01.dds textures\architecture\solitude\SIntWalltop01_n.dds textures\architecture\solitude\SIntColoumn01.dds textures\architecture\solitude\SIntColoumn01_n.dds textures\architecture\solitude\SIntFloor01.dds textures\architecture\solitude\SIntFloor01_n.dds Slgctracon03 uses the textures and normals - textures\architecture\solitude\SIntWalltop01.dds textures\architecture\solitude\SIntWalltop01_n.dds textures\architecture\solitude\SIntColoumn01.dds textures\architecture\solitude\SIntColoumn01_n.dds As you can see textures\architecture\solitude\SIntColoumn01.dds textures\architecture\solitude\SIntColoumn01_n.dds and textures\architecture\solitude\SIntWalltop01.dds textures\architecture\solitude\SIntWalltop01_n.dds are common to both meshes. Changing this texture will change both meshes,...and any other meshes that use these textures.
  10. You can't save it directly. What you do is save it as an esp and then merge the esp into the esm (master) using Version Control. This is inbuilt into the CK and it what Bethesda use for creating their master files (DLC etc) http://www.creationkit.com/Version_control
  11. I did start to write a 'brief' guide, but it's going to take too long just to cover the basics. Basically, to texture your region, open the Miscellaneous section in the Object window. Click on LandTexture to see the available textures. Open the Region Generator and drag it to the side so you can see the textures. Select one of your regions and click the Object tab in the Region Generator. On to the Objects tab, put a tick in the Enable this type of data box. You'll see the Generated Objects box turn white. Now you can drag drag textures from the Object window to the Generated Objects box. There is a lot more to this. You should duplicate the textures and the associated texture sets first and only drag the duplicated textures in to the Generated Objects box. If you don't do this, the LOD will remain the default brown colour. There's some 'limited' tutorials out there. Google is your friend. Far too much to cover here.
  12. If it's almost as big as Skyrim, then you're going to have to make it an esm at some point. The file will eventually become too big for an esp and the CK will refuse to load it. This 128 x 128 cell landscape was textured as a single region. http://homepage.ntlworld.com/tambos.turf/Skyrim/Worldspace_Medium_Angle.jpg It's probably the easiest way to do it, rather than have multiple regions. I only use different regions for sounds and forests. I do all my landscape texture as a single region.
  13. You said the worldspace is 4096x4096. Thats 128 cells by 128 cells. Is the actual playing area a little island in the middle of this?
  14. I'll put together a quick guide. Give me a few hours. A few thing you have to do first on a worldspace that size. 1. Convert it to esm (Master file) 2. Get Version Control up and running. Good idea to download some of the new landscape texture and grass resourses as well. There are a few available on the Nexus. A good machine spec comes in handy. 4GB minimum.
  15. Forget Oscape You can only create LOD with different landscape colours. It won't paint the landscape in your .esp/.esm, no matter if you use a heightmap/colour map or not. The only way to do it is by hand painting the landscape, or setting up the region generator to do it. What size is your worldspace?
  16. I don't think it matters how big or how small the mod is. As soon as you start to use names like Minas Morgul, you are infringing copyright. Things like elven armour is fine, but people / character names and place / location names are all protected under copyright.
  17. Unfortunately, there was a great team of modders that tried to do the same thing, but got told by lawyers to stop due to the copyright on Tolkiens work What you are trying to to will fall under the same juristriction :(
  18. Open the properties of your worldspace and change the Parent Worldspace to None. It sound like you have it set as Tamriel at the moment. **I think you might have to delete the meshes and textures of the LOD you generated and do it again. No sure try it first to see.
  19. Bad news I'm afraid. This bug happens when you save your plugin after generating LOD in the CK. There is no fix for it. Rule: Always exit the CK after generating LOD...DO NOT SAVE You may be lucky and have the CK set to autosave. Look for a folder named Backup in your Skyrim folder or Skyrim\Data folder (can't remember which). Your backup esp should have a name like Yourmod.esp.1.bak or Yourmod.esp.2.bak. If it's there, rename it to Yourmod.esp. Note: The last number is not always the last save, so check the files by date and select the latest. If the backup folder is not there, then your months work is lost. For future reference, open the CK and select File > Preferences. Go to the Misc tab and put a tick in the Auto Save every box and add a time in the minutes box. I set mine to 15 minutes.
  20. Trees/forests can be generated by the CK, using the region generator. Google for tutorials Don't bother trying to create mountains with the CK landscaping tools. Results will be very poor. The mountains in the video were generated with 3D landscaping software. I'm not sure what software they used, but Bundysoft have a free trial version of L3DT. Fully functional, but limited to 2048 x 2048 heightmap generation - 32 cells x 32 cells. There's a tutorial in the forums on using this software. Cities that you see while you're in the Tamriel worldspace are made from LOD models and just placed in the Tamriel worldspace. That's why they are all walled...so you cannot get near them to see the low detail. The full detail models are inside the worldspace and you see them when you enter. You also have to make sure that the house/buildings models that you are going to use, have LOD models available. You set the outside of the city to show the parent worlspace LOD. There is a tick box in the worldspace overview window. This is why you see Tamriel LOD from inside Whiterun. To make a new world show on the map, you need to generate LOD for the worldspace. Again, plenty of info in the forums and videos on YouTube. Hope this is of some help.
  21. Really cool. Thats exactly the kind f thing i was searching for. Do you have an ETA for the fixes? Also, would it be terrible complicated to do a cut down version? Or you could place mannequins in separate rooms of 10, so it wouldnt get so heavy on the card. It is quite a large mod and it does need a fairly good gfx card. If it's too big, feel free to modify it yourself. There's some manequins in the inaccessable back room, that were placed there for future expansion. You can delete them and the markers,...for starters. The new version will be ready shortly. Just a few finishing touches to do.
  22. This was hidden for a while on the Nexus, while I'm working on some fixes - http://skyrim.nexusmods.com/mods/14459 I've enabled it today, for you guys to take a look.
  23. I agree, however, I think you'll find that a lot of modders put all the file names that are included in the mod, into the Read_Me.txt file...I know I do. This makes it easier to un-install. Simply go through the list and delete the files after deactivating the mod. The problem is, most folk don't bother to read it.
  24. Good tutorial here - https://www.youtube.com/watch?v=kB2rqH7Ytko
  25. The problem obviously lies with the heightmap, so the best thing to do is to upload your heightmap somewhere and somebody can take a look at it. A picture of what it looks like in the CK is not really very useful for troubleshooting a heightmap. If you don't want to make it public, upload it and post that you've uploaded it. If anyone can/wants to try and help, you can always send them the URL in a PM.
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