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Tamb0

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Everything posted by Tamb0

  1. Those setting are only for the camera movement on the world map. It limits how far you can move left / right / up / down, so it should have no bearing on LOD. I'm also pretty sure that Oscape requires a worldspace that is at least 32 x 32 cells, and multiples thereof.
  2. You could exten it to -64,63, but you could also extend it to -32, 63 ( the positive numbers should ALWAYS end in an odd number because 0,0 is the first cell, not 1,1)
  3. Your problem stems from the fact that the dimensions of your worldspace are not in multiples of 16 or 32. Add cells to the worlspace so that it's dimensions (x and y cells) fall on a number that is divisible by 16 or 32 (preferably 32, if you want a worldspace map).
  4. I've had a look at the mod. The only obvious things i saw were the large tears in the landscape and squares of navmesh on the outside of your worldspace bounds. Anyway, I've fixed those. Not sure if this was actually causing the problem, but no harm in fixing things. Updated esp here - http://homepage.ntlworld.com/tambos.turf/Skyrim/IcicleValley.zip Hope this helps
  5. Download this - http://homepage.ntlworld.com/tambos.turf/Skyrim/Cloud_Mesh.zip It doesn't remove the clouds, it places them a lot higher in the sky. The camera level is below the cloud level, so you won't see them ingame **Edit** I should have added - Unzip this 'Sky' folder and place it in your Data\Meshes\ folder. If you don't have a folder named Meshes inside your Data folder, create one.
  6. I think you'll find that it does. Taken from wikipedia: "Note also that if a piece of land, say a large park, is described as five kilometres square, that means it has the shape of a square, each side of the square being five kilometres long. This means that the park has an area of twenty-five square kilometres (and not five square kilometres)." http://en.wikipedia.org/wiki/Square_kilometre **Edit** I think you're mis interpreting the meaning of the little 2. It actually means squared, (as in z multiplied by z) not square. 4² = 16 5² = 25 25² = 625 etc
  7. Sorry, I wasn't clear. The total area of a 16384 x 16384 is approx 29km², which equates to ~ 841 square km. or 262144 cells. The whole of Tamriel easily fits into this, with plenty of room to spare. The heighmap for Skyrim itself is only 119 cells wide, so you still have 197 cells on the left and 196 cells on the right to play with, which is more than 1½ times the Skyrim width on both sides...Pretty big.
  8. There is a limit of 512 x 512 cells (-256 to 255 on the x and y axis). This equates to a .raw heightmap of 16384 x 16384 pixels, which equates to (reaches for calculator)...approx 29.5 square km. The whole of Tamriel should fit inside. There is a group of folk working on such a mod atm.
  9. Mannequins have built in poses (around 8 or 9 i think). There's a mod on the nexus that lets you choose what pose you want the mannequin to take. Have a look at the script and see how it was done.
  10. You dont import the .raw file back into the CK, You use Tesannwyn to build an esp with your worldspace included into it.
  11. I'm guessing that you're using an esp. If you are. create a copy of your mod and turn it into an esm. Then start Oscape and and put a tick in Skyrim.esm and your own.esm. That should work.
  12. When you start Oscape, put a tick at Skyrim.esm, as well as your own esm/esp. Select your worldspace and extract the surface textures and features. Once it generates the heightmap, change the dropdown box from Heightfield to Surface. If your textures are showing, go ahead and generate.
  13. You're never going to get good results with a .bmp. What you should have done, is export the heightmap.raw files and joined them.
  14. I have a worldspace where the highest mountain is over 1500m asl. That's almost 3x higher than throat of the world (around 550m). Remember to set your horizontal scale to 1.8288221 as well. This should keep things in proportion.
  15. I thought about doing it, but, I would then be publishing Bethesda assets, and that's illegal.
  16. You're try to help ???What is your idea of help ??? Let's see. You necro an eight month old thread that was "SOLVED" for the OP who followed the directions given to him. He even went on to post a detailed discription of the correct steps to take. You come along and say that the information is wrong, when clearly it is correct. Now, you may be ignorant of the way the Windows OS works, but don't assume that everyone is like yourself. You stated in the earlier thread that the OP should avoid the forums and go watch some videos to learn how to use the CK. The OP has every right to ask whatever he wants, whenever he want, without being told to go watch some videos first. You then go on to rant some drivvel about the CK and Bethesda. Simple resolution for that. If your not smart enough to use this very easy to learn piece of software, don't use it.
  17. Looking at those two pictures, I wouldn't say the trees further away are glowing. I'd say the trees that are closer, are darker. It looks like the trees in COT that are low down/nearer do not have snow on them. Can you confirm?
  18. Just rename it. Right-click --> Rename. If you have no room bounds, then this will not be the cause of your problem. But if you're interested: Room Bounds and Portal Basics yea room bounds sound like my problem! how ever i see no solution, so how do i change or interact with room bounds or is the portal my problem? You see when i go to my map all i see in the little box that shows me what i have put on the map is the trapdoor-latter that is the other end of the portal and a corner piece i don't remember putting their (it should be a dead end piece) but thats it ever thing else is gone... should be at least 50-60 pieces! also the rename doesn't work cuz the BAK file already has .esp on the end of it, but when i look in properties it's file type is .BAK. Seriously dude, you need to read and watch some videos like the rest of us... Seriously dude, you need to read the dates on posts, before replying.
  19. Is this in Tamriel worldspace that it's visible? If so, in what area are you when this happens?
  20. It will be more noticable on the snow texture, because it's mainly just a plain colour. What mod is it? Post a link if you can.
  21. It's not the texture, it's the terrain mesh showing. Looks like it hasn't been smoothed out. You can do this in the CK. Get the area of land in the render window. Press h while render window is active. Set brush size to suit (around 11). Hover the brush over the area and tap the lmb once. Just one quick tap. If you hold the lmb, the terrain will distort and loose its original shape.
  22. Type cow valenwood 0,0 (cow = center on world) It's a worldspace, so you need to add the cell number that you want to teleport to. Typing coc is generally used for interior cells (coc = center on cell)
  23. Shameless plug - http://skyrim.nexusmods.com/mods/14459 :)
  24. I haven't tried this yet, but seemingly there's a bug in the CK/game that lets you do exactly what you want. Place a water tile in your cell/worldspace. You're not going to use this one. Duplicate it. Use the duplicate. From what I've read, duplicated water tiles don't have the distorted imagespace colour. Let us know if it works.
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