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Transbot9

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Everything posted by Transbot9

  1. Updated a few days ago. Lots of major revisions for accuracy, mostly in the western half of the continent. Beta 4 and 5 were never uploaded because I wasn't happy with them. Beta 6 will be around for a while - at least 6 months to a year. I've ran out of new references from Elder Scrolls Online.
  2. Just curious if anybody has been able to test if the +/-64 x-axis bug carried over from Skyrim into Fallout 4 (if I remember right, it was havok related, and somehow screwed with activators). It wouldn't surprise me if it might be too early to know since the CK just came out in closed beta (and no, I don't want anybody violating their NDAs). The problem might also have been solved by the Creation going 64-bit or a newer version of Havok.
  3. Thought it might be something like that. There are other engines that would allow a diffuse to tile separately as way to save space (good for cliffs and rocks).
  4. Is there any way to apply more than one BSLightingShaderProperty to an object? My experiments with Nifskope just break things. What I am attempting to do is to set up a second BSLightingShaderProperty to separate the diffuse from the stack of other maps - basically, I would like to scale the diffuse separately from the other maps. Probably not possible but still attempting it. ​EDIT: And I mean both BSLightingShaderProperty paired the same set of trishapes.
  5. Unfortunately, the CK's heightmap editor is a depreciated part of the CK. Most serious heightmap creation is done with an external program and then imported with TESAnnwyn, then using OScape for LOD. Now, if you just need a sizable chunk of Tamriel...
  6. It's in Beta! With screenshots galore! Sorry, still no hookers and blackjack, but it is available for modding! Please note that this is not an ESM or ESP file but a heightmap file for people to turn into cool worldspaces. Here's a pretty map made from the heightmap: http://fc07.deviantart.net/fs70/f/2014/304/f/f/tb9tamriel_05_small_by_transbot9-d84rjpn.jpg
  7. Still working on my heighmap of Tamriel. My current to-do list: Improve accuracy of Skyrim (not really needed for Skyrim modding, but it will be needed for non-Skyrim or post-Skyrim).Improve accuracy of CyrodiilUpper Craglorn (if TESO adds onto the map with their next update)What I am wondering is what else I should add to the map, so I am taking requests. Please note - non-lore requests will have to be lore-friendly, and if I think something is not appropriate for the map, the request might be denied.
  8. Going back over things, I found I had screwed up the West Weld a bit. Cyrodiil is now getting some clean-up to be more accurate to TES4. Unfortunatly, it means Cyrodiil is now too big to fit within the +/-64 limit (Yay! Engine bugs!). TESO gives me a bit of legitimacy to cheat, though, so I'm pushing a few hilltop ridges in selective places to allow Cyrodiil to be split into 3 different zones: Northern Nibonay (Chorrel, Bruma, Cheydinhal, Imperial City), Southern Nibonay (Bravil, Leyawiin, the Nibonay Basin in the east, the eastern portion of the West (east?) Weld), and Colovia (Skingrad, Kvatch, Anvil, etc).
  9. It makes a good point, if not quite correct. 4 TES4/TES5 cells ( 2 cells by 2 cells) = 1 TES3 cell. Cyrodiil from TES4 would need to be scaled up to somewhere between 115% to 120% in Skyrim's engine. In fact, that is pretty much what Morcroft had to do for Beyond Skyrim's heightmap. My own work-in-progress takes a few more artistic liberties - which has turned out to be a good thing, because TESO keeps adding more stuff to the borders in the mountains between provinces. The problem of TES6 being the whole of Tamriel is how long it would take to make it unless they took many of the same design shortcuts that TESO is criticised for. I, for one, would rather they make a larger world space of a single province (or combine Elsweyr & Valenwood in one game). Then it gives us modders plenty of extra space to play with :). Of course, the +/-64 bug will either need to be fixed (I think the problem stems from either Havok or another vendor, rather than from anything Bethesda did) or Betheda would have to switch to a different (most likely a 64-bit) engine.
  10. Second Alpha Release. Now with Craglorn! The next release will probably be a while, since I need to wait for the TESO crew to break more lore come out with a new region to puzzle piece in. Until then, most of the work right now would be ocean floor and a few more islands.
  11. Some of you may have seen my previous upload, and I've been working on it off and on since. Purpose My All Tamriel Heightmap is an extremely long-term project to create a modder's map version of Tamriel. Since it doesn't import any data from any game, the map can be used across multiple TES games or even imported into other game engines. The reason I started this map was because of complications we ended up having over at Beyond Skyrim (I'm the Morrowind project manager over there, although I'm taking a vacation from it at the moment). Morcroft did an excellent job creating his heightmap, but unfortunately we had discovered technological issues (The engine starts having issues with cells outside of a +/- 64 area) that delayed production. Those problems have been worked around, so Beyond Skyrim is back on track. Another issue is that a lot of people want to use Morcroft's map outside of Beyond Skyrim (particularly in Minecraft, for some reason). Morcroft's heightmap contains data pulled directly from Skyrim, which means it can only be used for mods with Skyrim. Oh, and there's the whole issue of people-not-asking-for-permission issue. And the third issue is that even though Morcroft's heightmap was created as the most thouroughly researched fan-made map ever, Elder Scrolls Online has come out since then. TESO's maps have played havok with all that hard work, and Beyond Skyrim is too far along to be able to adjust for it. It already took a good two years to get everything squared away, so Beyond Skyrim couldn't afford wait for Zenimax to release TESO's maps. (TL:DR version: Morcroft's Tamriel Heightmap is exclusive to Beyond Skyrim and can't be 'ported to later games) My goals with this map are as follows: Use what we at Beyond Skyrim have learned about Creation Engine issues to create a map that takes those problems into account, in case future games do not have a fix for it.Create a heightmap that can be used by anyone for any project, either with Skyrim or another game engineIncorporate the changes from post-Skyrim games into the heightmap (even though TESO's map-lore is a bit rough)A personal goal to learn how to create really awesome heightmaps.The Next Release I haven't come to a decision of when to release the next version of the alpha. The current iteration I have on my system has been refined quite a lot since I've uploaded the first Alpha, so a lot of changes have been applied. I do want to get some feedback before then, though. Design Notes My Tamriel Heightmap is an interpritation from multiple source materials. I've attempted to keep it as lore accurate as possible, but there are some conflicts between games and I've had to add quite a bit of artistic interpretation.SourcesOfficial Maps from BethesdaOfficial Maps from Zenimax Online (overall, about 70% accurate to previous Bethesda games, but some spots are off by quite a lot)Morcroft's All Tamriel Heightmap (good for filling in a few holes, and he really did do an excellent job of researching for it.Direct Heightmaps pulled from TES3, TES4, TES5, and their respective expansions.Bits and bobs from other major mod projects as a homageArtisic Interpretations:Cyrodiil is proportionatly shrunk slightly. Mostly, this is because of the +/- 64 limit. Even then, the Nibenay Basin south of Cheydinhal and east of the the Niben would still need to be shunted onto a separate heightmap.High Rock, Valenwood, and Elsweyr are enlarged slightly.Wider overland borders are intentionally created to give extra room for modders. Both Bethesda and Zenimax have a tendency, when they run out of room, to have locations that extend beyond the borders of a province and should technically be in the neighboring province by their own maps.It's a good thing I did this, because the additions made to the Jerals by TESO north of Cheydinhal have already eaten up a good chunk of the Skyrim/Cyrodiil buffer.To work around the +/- 64 bug, worldspaces would have to be cut up a bit differently than on a per-province basis. I already mention Cyrodiil. Morrowind would have to be split between the Inner Sea worldspace with Shadowfen from Black Marsh sharing a worldspace with Deshaan & Tear. The Illiac Bay worldspace pretty much includes the area from Daggerfall & the Daggerfall Covenent's playable regions from TESO. Elsweyr, Valenwood, and Summerset, and the other two-thirds of Black Marsh would have their own.One aspect that I've really been trying to work in is to have the terrain as different as I can between the regions, so that each mountain range within would have a unique-as-possible feel.The Provinces Blackmarsh http://fc03.deviantart.net/fs70/f/2014/124/b/2/blackmarsh_1_by_transbot9-d7h47bz.jpg http://fc06.deviantart.net/fs70/f/2014/124/e/9/blackmarsh_2_by_transbot9-d7h47c6.jpg The nice thing about the program that I am using is that I can use the landscape generators in a brush format. Most of Black Marsh is just blocked in with some heavily eroded hills and mountain landscapes framing a whole lot of swampy islands. Shadowfen is interpreted from TESO maps as a raised swampy basin that pours into the Deshaan watershed below. Cyrodiil http://fc07.deviantart.net/fs70/f/2014/124/e/8/cyrodiil_1_by_transbot9-d7h47ab.jpg http://fc02.deviantart.net/fs70/f/2014/124/b/3/cyrodiil_2_by_transbot9-d7h47ah.jpg Like I wrote earlier, the Nibenay Basin has been walled off with a few small ridges for separating that area into it's own heightmap. Morcroft implimented it on his map because of the +/-64 bug, although it looks like TESO implimeted it to set it up for Cyrodiil as the PVP arena (as far as I can tell - I got into a late beta, but never got to Cyrodiil and I don't have a subscription to TESO). I really wanted Colovia (the western half) to feel like a proper highland, with hills and ravines that properly drain towards rivers and the sea. I really worked over County Leyawiin to turn it into a proper river delta, with the Niben as a river wide and deep enough to be a proper shipping channel. TES4's Leyawiin cutting off the Imperial City from the sea when there are proper sea-going vessels docked at the Imperial City was something that bugged me about the game. Elsweyr http://fc01.deviantart.net/fs71/f/2014/124/3/c/elsweyr_1_by_transbot9-d7h47b1.jpg http://fc08.deviantart.net/fs70/f/2014/124/d/d/elsweyr_2_by_transbot9-d7h47av.jpg Okay, I admit it...I got caught up creating this awesome grand canyon thing with the Xylo River that I didn't reference it properly, so it is only vaguely close to Reaper's March from TESO. Oh, well, I'll fix it later. Elsweyr's mountains are low and intentionally designed to really show off terraced layers of rock. Hammerfell http://fc08.deviantart.net/fs70/f/2014/124/2/d/hammerfell_2_by_transbot9-d7h479y.jpg http://fc08.deviantart.net/fs71/f/2014/124/6/c/hammerfell_2_by_transbot9-d7h47a5.jpg Whoof...Hammerfell. I was really aiming for a Dakota Badlands look for the bulk of it. The sections mapped out by TESO are, by comparison, an unreasonable facimily, but it's one that I've called "close enough" on. The province is a bit wide, so the West Reach is designed to be cut off into it's own worldspace. High Rock http://fc03.deviantart.net/fs71/f/2014/124/2/d/high_rock_1_by_transbot9-d7h479u.jpg http://fc03.deviantart.net/fs71/f/2014/124/7/d/high_rock_2_by_transbot9-d7h479p.jpg For good or ill, it's decently close to TESO. I added quite a bit of fjords to the north, though, because fjords. Plenty of space to work with. Morrowind (Sorry, gotta switch to links because of the image-limit-per-post) http://fc00.deviantart.net/fs70/f/2014/124/0/f/morrowind_1_by_transbot9-d7h47ca.jpg http://fc00.deviantart.net/fs70/f/2014/124/6/3/morrowind_2_by_transbot9-d7h47cj.jpg TES3 was my first Elder Scrolls game, so I have a soft spot for it. Vvardenfel and Solstheim should be decently close to proportion with Dragonborn, although that makes them a bit smaller than in TES3. The Inner Sea is intentionally widened (it was always a bit narrow on the maps). Stone Falls is decently close to TESO (It's where I spent most of my time when I was running around in the Beta), with a few changes because Zenimax forgot to leave space to connect to Velothis. The Rift Pass does connect directly to Stone Falls, though, as well as the pass to Cheydinhall. Just north of Rift Pass I added some landscaping in as a homage to the old TES3 Silgrad Tower mod. The eastern peninsula is one big homage to Tamriel Rebuild, because those guys are awesome (especially since they gave us permission at Beyond Skyrim to use their lore). Deshaan is not close to TESO, though, because TESO's Deshaan is a mess. Oh, I understand why they did what they did, cramming much of the urbanization towards the West, but what works for TESO doesn't necessarally work for this map, so it is an intentional (but friendly to non-TESO lore) deviation. Skyrim http://fc07.deviantart.net/fs71/f/2014/124/a/3/skyrim_1_by_transbot9-d7h47cv.jpg http://fc06.deviantart.net/fs70/f/2014/124/9/a/skyrim_2_by_transbot9-d7h47cz.jpg Skyrim needs a lot of work, but since Skyrim is the current game, it hasn't been a priority. Eventual plans will have the new zones for Dawnguard directly built into the heightmap, though. Summerset http://fc03.deviantart.net/fs70/f/2014/124/b/5/summerset_1_by_transbot9-d7h47bu.jpg http://fc05.deviantart.net/fs70/f/2014/124/a/8/summerset_2_by_transbot9-d7h47bo.jpg Most of the information comes from TESO, and that only covers one island. I'm sure I'll have to make changes as new information comes to light. Valenwood http://fc01.deviantart.net/fs70/f/2014/124/2/8/valenwood_1_by_transbot9-d7h47bd.jpg http://fc05.deviantart.net/fs70/f/2014/124/c/4/valenwood_2_by_transbot9-d7h47bf.jpg Needs work, espcially Gratwood. Because of the general weirdness of TESO's rivers, I decided to have Gratwood drain south and feed into the Xylo, which then loops back north into Elsweyr. Feedback This is the best time for me to get feedback from the modding community. Stuff I'm considering adding to the map are the remnents of Yokunda (mostly some small islands west of Hammerfell), the island chain that loops towards Akavir (but not Akavir itself - if I ever do that, it'll get it's own map), and a few more island chains here and there.
  12. No replies, huh? Alrighty, time to poke at the problem with a stick...too bad I don't have the time to do it right now. Oh well.
  13. Last I heard, this was pretty much impossible beacuse of propriatary havok tools. But I also know that the Elder Scrolls modding community is full of clever little munkeys that find ways to do the impossible. I know we've already crack making custom animations. Unfortunatly, my Google Fu has failed me in my task (must be an off day), but it seems I've found a couple of hints. So I figured I'd just ask. Does anybody know if Project Anarchy can create the appropriate type of havok skeleton we need?I ran across a few mentions that bones can be added to current skeletions using NIFskope. Is this accurate?Is there another way of getting new, freshly created skeletons into Skyrim other than the above that I missed?Thanks in advance.
  14. Phyre is Sony, so it might not be the best cross-platforms support *shrug.* It's hard to determine at this point what may work best after Bethesda's next game (presumably Fallout 4), since a lot of engines are getting prepped/tweaked for Next Gen consoles. Id Tech 5 may or may not be worth it for Bethesda to adopt/modify, but I don't have RAGE so I can't use the toolkit to personally compare how well it works compared to the CK, let alone how well the technical execution of the game itself compares to Skyrim except by screenshots.
  15. So far, the early results of the poll look to be that if someone owns one of the DLC, they own all of the DLC. That's useful information, but so far our sampling (number of people who've voted) is too small to make a determination on.
  16. No, I don't think Bethesda is being lazy. Many of the problems Bethesda ran into during TES4's developement were because of the limitations of the Xbox 360. It's why there was a sizable chunk of cut content. The version of the Creation Engine that Skyrim uses is a nerfed version, again because of consoles (although some features may have been locked because they weren't ready yet). Havok also introduces it's own set of bugs - it's why world spaces have issues beyond +/- 64 cells from cell 0 (we had to break up the worldspace for Beyond Skyrim because of Havok, not the Creation Engine). As for the Unofficial bugfix mods, those have been going on at least since TES3. Is there even another engine that comes close to what the Creation Engine can do? Who knows about Source2, but that's still in developement and Source is showing it's age. I don't know if anyone has managed to push the Unity engine that far, but I know it has it's limitations. I know there are other engines out there, but I don't know enough about them. Even with competators to Havok floating around, they've pretty much become the industry standard. Overall, though, I'm still hoping that Id is working on whatever Bethesda will be using after the Creation Engine. Id's a good Engine developer, and I can see them building Bethesda a new (or even more heavily modifed) open world game engine.
  17. While this is the Beyond Skyrim: Cyrodiil thread, it seems people are wanting to talk a bit about Morrowind. I'm the Team Lead for Beyond Skyrim Morrowind. All Beyond Skyrim projects abide by Bethesda's End User License Agreement. To whom individual modders release the assets they make for us is up to those individual modders. It's their assets, they may do with it what they want. Now, I am still working on a new Velothi kit for the Morrowind branch of Beyond Skyrim. Stuff like this. Life and a few technical issues have gotten in the way of things, but it is coming. I have a few other bits in the pipeline, too. Most of what I am working on will be released for general modder's usage, so long as they honor Bethesda's EULA. That is my personal choice for my assets. That does lock out Skywind from using my resources legally, although that sort of thing doesn't seem to bother them. Not that they could do a simple find-and-replace with my assets. I'm building the whole Velothi kit along Skyrim's modularity, not mearly replicating Morrowinds, and stylistically it's as different as Dragonborn's Redoran huts from Morrowind's Redoran huts. I don't care if you disagree, although the constant pestering does get to be a little annoying. Now, back on topic...Oh, look, a facade as part of a kit for expanding Imperial fort architecture...
  18. I've noticed some talk about other provinces in here. Every Province has a team right now except Alinor/Somerset Isles and Black Marsh. Some are farther along than others. Hammerfell and Morrowind are not far behind High Rock and Cyrodiil (in fact, some folks on DC want me to make a post like this for Morrowind, but I'm not quite ready, yet). Valenwood's still in the early planning stages, and Elsweyr's been hitting the snooze button while Morcroft is working rejiggering the heightmap (Havok issues are keeping us from having a borderless Tamriel, so we're having to break up the continent into a few different world spaces). There is a lot of coordination between the current teams. While I may be building the Firewatch kit for Morrowind's imperial settlements and fortifications, it's a bit of a wishlist for all things Imperial - so Team Cyrodiil does have sizable influence on it. Most of the assets either incorporated from other modder's resources (with permission, of course) or created fresh for Beyond Skyrim are being merged into one of the biggest asset libraries ever available to a modding team. I know that it's rare for any super-mod like this to succeed - the odds are against it, what with people coming and going, and real life's tendencies to get in the way - but we've a great group of modders that are a bit too stubborn to give up no matter what problems crop up.
  19. So after chatting w/ people in the Dark Creations Chatroom on a few things, I decided to try something different - an epic indoor room with a 7682 base by absurdly tall height. Match it with a highly flexible clutter kit means that CK modders will be able to go in and customize the snot out of this huge interior space. http://fc09.deviantart.net/fs71/f/2013/172/2/3/bsmfirewatch016_by_transbot9-d69zr6f.jpg
  20. Yeah, it'll eventually be publicly released for modding. Beyond Skyrim's going to get a bit of an exclusive a head start, first, though :D.
  21. Hmm...a bit quite on this...maybe I should have labled the thread, better...
  22. New in-game books are always handy, too.
  23. You are more than welcome to swing by DC and have a voice in the project.
  24. Sure, if you want to violate the EULA you agreed to with Bethesda. That is a legally enforcible contract.
  25. Dark Creations also has a few tutorials involving modeling, 'porting, and getting things from Blender or 3dsMax into Skyrim. While we modellers @ Beyond Skyrim can't hold your hand through every step learning process, we are more than willing to answer questions or find solutions to any issues you get stuck on.
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