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acidzebra

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Posts posted by acidzebra

  1. Don't see why "you gotta" but okay, it's your mod :biggrin:

     

    And no, cell borders are cell borders. You'll have to draw your triangles up to the border, continue on the other side, and finalize your cells at the end to link the two cells. Like I said in my edit, exit navmesh mode, press B to display cell borders, see if this is the issue.

  2. If you're doing exterior navmeshing, it's possible that you're trying to draw triangles across cell borders (ie 1 or 2 vertices are in one cell, the other is in another cell). That's really the only thing I can think of.

     

    Also, first dropping 3 vertices, then selecting them, then pressing A is a horribly inefficient way of making a navmesh, it's much quicker to start with nothing selected, hold CTRL, and rightclick three times at various points, this will automatically create a triangle for you and select 2 vertices for your next triangle - as long as you keep holding ctrl each new right-click will create a new triangle. And if you release CTRL, then press TAB a different set of vertices will be selected (because while the CK is quite smart it won't always know which edge to select). Then hold CTRL again, press right-click, and like magic - another new triangle.

     

    One additional bonus of this method is that in exterior cells it will never refuse to go over cell borders, instead it will draw the last vertex as close to the cell border as possible.

     

    You may also want to press B (in regular editing mode, not navmeshing mode) to make cell borders visible.

  3. What 64 bits does for games is get rid of the 4 (actually less) Gb memory restriction - 4 GB which is also lessened by running windows, background processes, and shared video memory (if any). Swapping = incredibly decreased performance. Plus, going forward, you can move that OS to your new rig. A new CPU on an old mobo will just sit idling most of the time anyway (like in all likelihood his old CPU was), most recent CPUs are not being taxed by games; the focus there is on video cards and available RAM. A CPU on that mobo is just not a good investment, I think. YMMV. There is a reason Beth patched Skyrim to be LAA, and memory requirements for future games will only increase. Memory which on a 32-bit rig you'll be sharing with windows and any running processes and services. 32-bit just doesn't cut it anymore.

     

    That said, I don't know that mobo so if you don't have any slots available or can't source ram for cheap, my advice is worthless. If that is the case, I would actually stash my money in a bank account, save up some more, and upgrade mobo+cpu+ram at some future point.

     

    Run your game, keep performance monitor running in the background, and keep an eye on your CPU. I doubt you will see it redline at any point.

  4. This blog post pretty much solved all my questions about height map importing. I've never had any luck getting gimp to produce a readable file but photoshop does it just fine. The post also links to an alternative method of getting your heightmap in there not using photoshop but I've not tried it.
  5. Eh, if all you want to do is make them patrol just put in an extra patrol point on the side :)

     

    (did you try my "brutal" solution?)

     

    edit: no editing your text while I write down a simple reply which doesn't apply anymore! ;)

  6. Just roleplay that you've bought it :thumbsup:

     

    On a more serious note, house mods are often what modders start out with, maybe because the entry bar is relatively low. Throw an internal cell together, add clutter, learn to navmesh, hook it up to the tamriel worldspace, that sort of thing. Even this requires learning how to do several things and will generally take many hours of dedicated work. To expect beginning mod authors to build a home AND add conditionalized buying quests, a (voiced) quest giver (or perhaps even more difficult, hijack/adapt an established vanilla steward) and all the other bits and pieces required may be slightly unrealistic. More experienced mod authors usually move on to other things.

     

    That said, I think I've seen several house mods on the nexus that you need to do/buy things for to get, but I don't recall any offhand.

  7. Lights will only be visible in a certain (and fairly short) range, but yes, they work.

     

    If you want a glow effect, you may be better off using fxglowfillroundbrt or one of the variations - but if you want that to glow green you'll have to break out nifscope and mod up a copy of Effects\Ambient\FXGlowFillRndLitBrt.nif and it's associated source texture textures\effects\GlowSoft01.dds

     

    Or, come to think of it you could also make a textureset with a glow and apply that to the gate but I haven't done that before so I wouldn't know how well that would work.

  8. What I meant was I get suspicious when I see a lot of right angles in the landscape, like this

    http://i48.tinypic.com/33w9w85.png

     

    Could be just dips in the land, I don't know.

     

    And yes, there is a good chance that if you've generated landscape with the CK, worked on, and saved your file your heightmap is shot.

     

    As for your specific screenshot, it looks like either you are either missing some mntcliffXXlod/mntpeakXXlod/mntridgeXXlod files in your TGAtextures and subsequently your DDS folder or they didn't convert correctly. (Or you've designated alternate textures but not placed corresponding TGA files in the source\tgatextures folder)

     

    If you download a copy of GKB green trees, that guy has included a full set of source\tgatextures in his archive and I know for a fact they work. If you overwrite your source\tgatextures with what you find in that archive and you STILL get purple stuff, I have no idea what is going on.

  9. ...I have NO idea how you did that :O

     

    The files/folders governing LOD (with the \data folder as top-level folder) are

     

    \LODsettings\yourworldspacename.lod

    \meshes\terrain\yourworldspacename\*

    \textures\terrain\yourworldspacename\*

     

    Get rid of those files and folders, and you're back to a default non-LOD world.

     

    Run Oscape again - select your mod in the first screen, tick "feature map" and "surface map", make sure you're extracting to yourworldspacename.raw (and I always delete my previously generated files if any beforehand), hit extract. Hit accept in the next window if the land and sealevel values look sane to you.

     

    In the next screen, the only value you would conceivably mess with is the "target of mess resolution" (I'm using 1/3rd of Skyrim for testing purposes, go 3/3 for final worldspace, you may prefer other settings)

    http://i47.tinypic.com/ofvjt.jpg

    Generate your landscape LOD, then install it. Sometimes Oscape bugs out, I usually just press generate again and it goes through, in some extreme cases I exit the app, restart/reextract, and choose different resolution options). If you get errors all the time there may be something wrong with your landscape.

     

    Now load up skyrim and test. If it looks weird or strange with these settings, it's possible you have borked your landscape. There may be a way to fix it, but if so, I don't know about it. I did it once and after ages of trying to remove records and trying to get a sane landscape back I gave up and went back to an earlier backup.

     

    If all looks well fire up the CK, load your mod, generate the static LODs, making sure that for all your static textures there is a corresponding TGA file in source\TGAtextures, then copy over the dds textures files.

     

    Frankly, the fact that I see these square "holes" where there should be cells or at least ocean does not bode well for your mod file - did you at one point try to generate landscape with the CK's landscape generator?

  10. Looks like everything generated ok, those error messages are normal.. You know that part where you made a folder source\tgatextures and converted the DDS files to TGA? You will now find a folder ddstextures in that same source folder, with subfolders terrain\yourworldspacename\etc etc

     

    This whole terrain folder should go into the data\textures folder of your main skyrim folder.

  11. 1) make sure you also tick the "no data" checkbox (assuming you've made a custom region and assigned that as a "border region" because otherwise you just won't see your region

    2) if you click inside the map window in the region editor, you should be able to zoom in & out with the mouse wheel

     

    Then rightclick your region in the map > switch to "regionname" > now you should be able to edit to your heart's content.

  12. This is a result of installing SkyUI and not RTFMing.

     

    Problem: There are dollar signs ($) in front of all words in the main menu (and in lots of other places, too)!

     

    This happens if you accidently removed Data/Interface/Translate_*.txt.

    The downloaded SkyUI archive contains an original version of that file in SkyUI Extras/Original Translates/. So just copy the file matching your language from there back to Data/Interface/.

  13. I think Skyrim's map is at least as large as Oblivion, and the playable area larger. Not sure though.

     

    How about you turn off running? If you want to talk game oddities, a man in full armor running everywhere all the time is as odd as it gets. Press caps/lock and you'll suddenly appreciate just how vast Skyrim is.

     

    Walking from the Whiterun stables to Riverwood takes about 4 hours ingame time (at the default timescale 20). It's a nice walk and you can enjoy a lot of beautiful landscape on the way.

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