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CMS47

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Everything posted by CMS47

  1. Blah...so, nobody knows what's causing this? I tried using the heightmap editor (in the CK) - despite it only showing a green window during several attempts - and did a pass using 20/30 for "land" (I'm assuming that's smoothing) and erosion, but nothing changed. The bumps remained. So... the only option is to manually smooth the terrain all over the map? -Goldrush *******
  2. Thank you for your reply. I apologize that I didn't give enough information. My worldspace has all the elevations properly set. I did those in my heightmap.raw before running it through TESAnnwyn and Oscape. The elevations all look very good. The large lake I created also looks good. The only issue is that the surface of the land is covered in those little 'bumps', all over... including over the surfaces of the mountains and hills and such. It's like ... 'noise'? Which I didn't apply to the original .raw image. -Goldrush *******
  3. Could someone tell me what is causing this? http://i28.photobucket.com/albums/c208/goldrush477/BumpyTerrain_zps0klyk0bj.jpg My entire terrain surface is bumpy like this. The 'bumps' are about half as high as my character. Otherwise, everything looks fine. Would blurring my heightmap smooth these out or am I going to need to use the smooth tool in the Creation Kit over my entire worldspace? Any help would be greatly appreciated. Thank you for you time. :smile: -Goldrush *******
  4. Shack building mod. With jaxons positioner you can sort of build things too but it's best used for decoration placing. Cobbs positioner might also be useful for your building needs. Thanks, Elias! I'll try those out. It looks like Jaxon's is easier to use, on first glance. Will definitely give it a go. :)
  5. Couple questions, if I may. First, there was a mod for Oblivion that had mallorn trees (from LotR). Is there one for Skyrim? Second, is there a mod that lets you build things ingame? For instance, there's a mod that lets you place trees and other vegetation, though the placement is random and doesn't always align with the landscape. But, is there one that allows you to, say, build buildings while ingame? Thanks for your time! :)
  6. I created a numbered grid, to help me visualize where I want regions in my custom world. It's 128 x 128 (4096 image) and currently numbered for every 8 squares - i.e., 0,0 - 0,8 - 0,16 - etc. I was wondering if anyone else might find this useful and, if so, how would I need to go about offering it for download? Could I just upload the image to something like Photobucket and put the link in this thread? Or is there a better way? (If there's interest in such a thing). Thanks! -Goldrush
  7. Thank you, both, for your replies. :) That tutorial you linked will definitely make things easier, I think. Going to give it a try. -Goldrush *******
  8. Is there really no tutorial for the layman? Or anyone who can explain why I cannot see an overlay (or underlay?) of my worldspace in the region editor? Or if that's even possible? Or if it's a bug that the render window shows nothing and, if so, how to fix it? -Goldrush *******
  9. Hi. I've finally gotten a custom worldspace created and looking almost like I want. So, now I'm to the point of region editing. However, all the tutorials I've found appear to assume that I know all the terminology and have very few images or just plain "layman's terms" for how to go about creating and filling regions. While I do understand most of it, one thing eludes me. How do you know /where/ you're adding forests or fields or whatever? When I open the region editor, all I see when I try to create a 'new' region is a bunch of solid white behind a grid. I'm assuming I need to know what coordinates comprise any particular region. But, I can't tell on that solid white area where it is in my world. Any time I right click and try to see a particular spot in the render window, nothing happens. It doesn't show anything but a solid color. If my worldspace could be seen "behind" the grid, instead of just solid white, it'd be a heck of a lot easier. So, is there any way to do that? If not, short of running around ingame and writing down various coordinates for various areas and hoping they end up right, I don't know how you know where to put things. ANY help (in layman's terms, please) would be greatly appreciated. I'm really anxious to move on to the next step and get my world created. Thank you for any and all replies and help. -Goldrush *******
  10. I've created a new worldspace, done the lods, etc.... the worldspace installs fine. However, after making a few changes here and there and redoing the heightmap and re-installing everything (including the lods), I have an area that is a remnant of my original space and I can't find a way to get rid of it. I've deleted all save - both in ...documents/mygames/...etc... and in the Skyrim/backup folder. I've also made certain Steam Cloud has no saves in it and is disabled. I've also tried not even starting a "new" game, but cow'ing directly to my worldspace. No mods are activated. And yet, this remnant remains no matter what I try to get rid of it - see image. http://i28.photobucket.com/albums/c208/goldrush477/StupidGlitch_zpsftxh5jkd.jpg I don't know how to find it in the Creation Kit to try to get rid of it that way - if that's possible - as it's apparently "outside" the borders of my worldspace. I can see it if I ride to it ingame. And, I can see it on my ingame map, out beyond the edges of my worldspace. ANY help with this would be greatly appreciated, as it's a serious eyesore. Thank you, -Goldrush *******
  11. Certainly. http://i28.photobucket.com/albums/c208/goldrush477/Clip2_zpsecmbsrr0.jpg And -- http://i28.photobucket.com/albums/c208/goldrush477/ScreenShot73_zpsleszib1f.jpg
  12. I honestly don't know. I'm really new to all this. I just know when I'm riding around in my worldspace (no textures or objects in it yet, just the terrain), I see what appears to be 'holes' here and there. I see the "blue sky" through them. They don't look huge, but then I'm seeing them from a great distance away. The ones I've found thus far have been along the gridlines, like the mesh has come apart or not melded together in those spots during the generation of the terrain. That's why I'm assuming it's the mesh and not just a visual effect of some sort. Again, though, I don't know enough to say for certain what is causing them and using the "smoothing" brush in the landscape editor fixes them. I was just hoping there was some way to find them all a lot easier than by using the CK and moving from grid to grid (over a 4096 x 4096 worldspace) to find them. -Goldrush *******
  13. Thanks for the reply! I'm finding most of them up along my higher mountains but have seen a few (at distance) down on lower elevations. Problem is, when I run/ride over to find them so I can set a coord to check in the CK, they vanish about halfway there. *sighs* So, I'm not positive what area I need to look at to find and fix them. I tried rerunning Oscape, set at a higher "Terrain of max resolution", but that didn't do much. Perhaps I'll try an even higher setting and hope it doesn't crash... lol Ah, well.... I guess I have nothing /better/ to do for hours per day ... /sarcasm -Goldrush <--- wishing she was a programmer
  14. I created a new landmass (Thank you, again, Hoddminir, for your help and Aragorn58 for your time and suggestions as well!) -- and I've noticed what appears to be "holes" in the landscape here and there. When I move to them they seem to vanish, though I'm sure they're still there. When in the CK, I have found and fixed a few of them. But, my question is this: Is there a program available that will locate these holes/tears/abnormalities and list the coordinates for them? Or am I bound to have to use the CK and check, cell by cell, for these holes and fix them by hand? My world is 4096 x 4096 so anything that would speed up such an extensive process would be greatly appreciated. Thanks for any replies and help! -Goldrush *******
  15. No worries at all. I appreciate you taking time to reply and try to help. I gave my heightmap to Hoddminir and (s)he was able to fix it and create a viable .esp for me. So...on to region editing! ::cringes::... lol -Goldrush *******
  16. The textures do /not/ show up in my worldspace but they do in the Tamriel worldspace. I don't know what the textures are in that folder with my worldspace name on them. I copied the Skyrim textures and converted them to .tga's to use in creating my LOD's and deleted the copied .dds files. So, I don't know where those other .dds files came from, unless they are generated each time I open and enter my worldspace. I tried removing them and it made my world all wonky, with white areas (until I moved to them) and purple mountains...so, I'm guessing they're necessary for my LOD. I've been deleting every save before reentering my worldspace after making changes because of that very reason - i.e., seeing remnants of previous "saves". I've been talking to Hoddminir and it looks like, for some odd reason, my entire worldspace is just too "high". How that's happened, I have no clue. Nor do I know how to fix it. I've followed the directions on Hoddminir's tutorial for importing it and the tutorial for LOD's by the creator of Falskaar and I'm fairly certain I didn't miss anything vital. I'm hoping it's a very simple solution so I can get on with texturing and creating regions (once I learn how THAT works.. lol) -Goldrush *******
  17. I don't know what you mean by "loose textures". I do have a Textures folder in the ../Skyrim/Data directory that contains custom textures for a few mods and a bunch of textures for my world that I'm assuming were created during the LOD tutorial or when I loaded the game up or something. I removed any files named "myworldspace" and tried to paint grass, again, to no avail and nothing is "greyed out", either in the lists in the Object Window or in the Landscape Editor. All I can think is that it must have something to do with my worldspace, since creating a "new" one (just water and raising up an island) works fine, with the textures applying as they should. I just can't figure out, for the life of me, what's wrong with /mine/. *sighs* -Goldrush ******* ETA: Okay...after removing the subfolder with the name of my worldspace and the textures with my worldspace name on them, I enter the game and there's weirdness all over. I see what looks like snow on the ground, which vanishes as I near it...and all the distance mountains are deep purple. I put the subfolder back and everything's fine, again.
  18. Okay....so.... just tested it at a higher elevation and, obviously, it IS an altitude problem. At higher elevations, I only get the flat texture with no grass, scrubs, rocks...etc.. So, either I'll have to redo my heightmap (which I am very loath to do, since it took forever to get it ingame) ... or hope there's a way to set the grass texture to the proper altitude. *sighs* -Goldrush ETA: I should add that, while I followed Hoddimir's directions to get my heightmap into the game, I did NOT lower the brightness of my image before running it through TESAnnwyn. I checked all the greys to make certain none were out of range, however. But, when it came to the direction to lower the brightness, I had a couple of issues. First, my photoshop doen't GO to -150 brightness. It only goes to -100. And, when I take the image down to -100, it is completely black. Grey Value 0..... which gives me a completely flat terrain when I run it through TESAnnwyn. So, I'm not sure if that's the problem or if I'm misunderstanding that direction, somehow.
  19. Thanks, again, for the replies. When I "duplicated" the textures, I used the one under "World Objects --> Grass". I'll try the other, under "Miscellaneous". And, yes, my issue is that the textures that /should/ have actual animated grass showing, don't. As Aragorn58 says, it looks like the one labled "...nograss". Now....I don't know why this seems to work but --- I was browsing every reference I could find in Google, searching for answers, and found an obscure post from years ago by, of all things, the creator of Falskaar.. lol... In that post, he/she made a mention of lowering the height of the landmass (every height measure) using the -s (scale) function in TESAnnwyn. He chose -s -0.25 and it made things workable in his world. So, I gave that a shot and I was able to, then, paint the grass as it should look. However, it made my map far too low in height and I lost a LOT of very nice looking features. So, I played around with it, seeing how high I could go and still paint the proper grass and, so far, have been able to go up to 0.75. I'm going to keep trying to get higher, but 0.75 might work, if nothing higher does. I haven't lost a lot of nice details at that range and, in truth, my very high mountains have lost their "spikiness", which is a plus. :smile: I guess my question, now, would be... Is there a way to set the altitude of the grass (or other) textures, since the grass I was using was apparently (?) way below my ground level and out of view, maybe? Because, I'm concerned that once I reach higher altitudes in my map I'll run into the same issue with grass/rocks/scrub not showing up as it should. I haven't opened a higher coordinate, yet, to try it but will in a few. Thanks! -Goldrush P.S. I am a "she", btw.. :wink: ETA: Oh! And, also, I apologize for that screenshot. I should've expanded that line so you could see which texture I was applying, which is, indeed, LfieldGrass02.
  20. ::nods:: I duplicated the texture in the object window. But, I can only paint from the landscape editor and that duplicated texture doesn't show up as one I can use to paint the texture on my landscape. I tried dragging the duplicated texture from the object window to both the render window and the landscape editor list but it won't let me do that, either. I even tried, just a bit ago, creating another small landscape and the texture still paints flat with no grasses, no matter which texture I use. The ones that should place small rocks or scrubs only gives a flat texture as well. I'm beginning to think my Creation Kit is messed up, somehow. I have the CK and the Skyrim game installed under c:/games/steam/steamapps/common/Skyrim. The Creation Kit is installed within the Skyrim directory. Should it be installed in it's own directory, maybe? Or in the Skyrm/data directory, perhaps? I don't believe I was given an option, though, where to put it when I installed it. (I've uninstalled and reinstalled it twice already). I'm just totally at a loss. -Goldrush
  21. The "black texture" issue is from having more than six textures in a quad. I tried duplicating the texture, as you suggested, but it's not offered as an option on the list of textures in the landscape editor. :/ That number -- 18752 -- in the box under the "drawing mode" button....is that significant in any way? In the videos I watched, it was the same number and the wiki is not helpful at ALL explaining what it means. It calls it the "value field". I did use Oscape for my LODs and they're great -- for the main (empty) landmass. I don't have any objects in it at all, as yet. No trees or structures or anything. I wanted to get some base textures laid down first so I had an idea of where I want stuff. Plus....finding easy to understand region editor tutorials is becoming frustrating. For example, when I open the region editor all I see is a box with a bunch of little boxes -- all white...no background image of my landmass to show me /where/ I'm supposed to be placing forests and stuff. Plus, I read somewhere the region editor only shows a fourth of the area of my landmass, in the center of it all. So.....what the heck am I supposed to do with the /rest/ of it? Plant each tree, bush, grass blade...by hand?... lol *sighs* It's all very overwhelming for someone new to all this and very few modders have been willing to even reply to my questions, both here and on the steam and bethsoft community forums. Which is why I'm very grateful that you've taken the time to do so and I do appreciate your input and suggestions. -Goldrush
  22. When I try to run the LOD option in the CK, I can run it for "trees" and I'm guessing it works. But every time I try to run it for "static" it crashes to desktop. That's why I wasn't running it again. Even after running it for "trees", it still shows that flat green. Where should the textures be that they might be missing from? My original textures.bsa? Or should I have all those textures copied to somewhere else for my world? When I ran Falskaar's creator's tutorial, I created copies as .tga files (for use by Oscape, according to the tutorial) and have those in a folder, instead of .dds files. Maybe there's something I need to set for that in the CK.. ? I checked the list of what's in the 4 quadrants and that grass texture IS listed, as well as the "default" texture. *clutching at straws* at this point, but I really appreciate all your suggestions. -Goldrush ETA: btw, nice forum nickname. :wink: The worldspace I'm creating is similar to Gondolin (in that it's located in a vale surrounded by impassable mountains ranges) and is called Sanda Anadune (Abiding Numenor).
  23. Yep. I found that reference somewhere else and made certain those lines where there, along with one or two others. But, this issue isn't in the region editor. I haven't learned how to use THAT yet. This is in the landscape area where you can place objects and "paint" ground textures that are /supposed/ to have clumps of animated grass with them. A minor correction to my previous post: While I did follow Hoddminir's tutorial to get my landmass into the game engine (again, bless him)....it was the creator of Falskaar's mod who offered a really great and detailed tutorial for creating the LOD's for my world. (Bless him, too, since it looks great!). And it was those two lines in his that I skipped, until I have trees or objects in place. -Goldrush
  24. Is the correct texture in place when you go in game? Nope. I see in game exactly what I see in the Creation Kit.....just flat green expanse. I followed Hoddminir's directions to the letter (bless him).....minus the Geocontrol stuff (since I had a viable map)....and steps 16 & 17, where you load LODs in the CK, since he(?) said no need to run those if you have no trees or objects, yet. I was so pleased to now have my world working that this texture issue is frustrating, to say the least. Thanks for the replies, thus far, folks! Hopefully, it'll be a simple fix. -Goldrush ******* ETA: As for the new graphics card...my card is fairly new and I can run Skyrim on the highest settings with no problems. HOWEVER, when I run LotRO, I usually set my frill distance (extra grasses) to "disabled", only because I like being able to see some of the bad guys lurking in the tall grasses and bushes in Rohan..lol.....and this image I'm seeing in the CK reminds me a LOT of that....just flat with no grass.
  25. Once I learn how to generate regions, would that solve this "no grass" issue if I set a /region/ to have grass? I've uninstalled and reinstalled the CK and it still doesn't show grass blades when I paint that grass on my landscape. Any help would be greatly appreciated as I'm sort of at a standstill until this gets fixed. *sighs* Thank you, -Goldrush
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