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[WIP] Solstheim


Tirick

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Seglheim begins to take shape. I still have a lot to 'fill' and correct, but the layout is (I think) good, and large enough to warrant a town by TES standards.

 

CK View

 

 

http://i296.photobucket.com/albums/mm191/Aelfric_Pics/Solstheim/Seglheim-003.jpg

 

 

CK View

 

 

http://i296.photobucket.com/albums/mm191/Aelfric_Pics/Solstheim/Seglheim-004.jpg

 

 

CK View

 

 

http://i296.photobucket.com/albums/mm191/Aelfric_Pics/Solstheim/Seglheim-005.jpg

 

 

In game

 

 

http://i296.photobucket.com/albums/mm191/Aelfric_Pics/Solstheim/Seglheim-006.jpg

 

 

In game

 

 

http://i296.photobucket.com/albums/mm191/Aelfric_Pics/Solstheim/Seglheim-007.jpg

 

 

 

The next release, 0.13, will be a bit yet, I want to complete the Hirstaang Forest to the west and east of Seglheim (the forest goes as far east as the river). I did 'waste' about 3 hours making basic object-generation navmeshes for the parts of the map already completed. This appears to be the 'best' first-pass navmesh for exterior areas, although the wiki is sparse on info in this area. Anywhere an object can actually be climbed or passed over unfortunately will need correction, but its a good base.

 

Enjoy,

Tirick

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  • 2 weeks later...

I had a play with LOD for this, seem to have landscape working fine using the latest version of Oscape, took some pictures (below) - but for some reason object/tree LOD isn't working, I'm pretty sure all the large items you've added have LOD meshes (I have no idea how it works with trees mind), but only the things you've ticked as "Full LOD" are working at a distance (as can be seen in the second picture.. maybe I have some setting wrong in the Creation Kit. The problem with "full LOD" is it's not very good on system resources compared to regular LOD being used.

 

http://img813.imageshack.us/img813/8480/screenshot26x.jpg

 

http://img841.imageshack.us/img841/8614/screenshot27wf.jpg

 

This last one shows LOD objects working fine in a Morrowind landmass I was messing about with - haven't tried trees in there as of yet though -

 

http://img805.imageshack.us/img805/3872/screenshot24m.jpg

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I had a play with LOD for this, seem to have landscape working fine using the latest version of Oscape, took some pictures (below) - but for some reason object/tree LOD isn't working, I'm pretty sure all the large items you've added have LOD meshes (I have no idea how it works with trees mind), but only the things you've ticked as "Full LOD" are working at a distance (as can be seen in the second picture.. maybe I have some setting wrong in the Creation Kit. The problem with "full LOD" is it's not very good on system resources compared to regular LOD being used.

 

This last one shows LOD objects working fine in a Morrowind landmass I was messing about with - haven't tried trees in there as of yet though -

 

 

Looks really neat! Just having the landscape there is a ton better than the weird end of the world feel of earlier screens, and I'm sure that there's people around who know what the deal is with invisible trees. :P

 

Looks great so far!

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Yeah well LOD has been a problem for a while, I've been involved in a discussion about it over on the official forums and we've got it mainly working but there's a few workarounds to do. Not sure about this mod though, like I said had no real problems in my own, maybe there's some setting I'm overlooking.. I'll try popping some trees and stuff in mine and see what happens.
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Damn, that looks awesome!

 

Sorry I've not been working on this, been working instead on a paper modeling project for my site. I've only put the LOD settings on a handful of objects. There is zero official word on what amount of LOD is 'right', or what objects should or should not have the setting so I did not play too much with it. I'll have to have a look at that program though, it certainly looks like a viable alternate to the stock version of the landmass LOD.

 

There is a separate 'Tree' LOD generation in the Creation Kit. Might have to run it after that external one.

 

Thank you for sharing it! I hope to get on to Raven Rock in the next few days, then filling the remainder of the Hirstaang Forest.

 

Tirick

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Damn, that looks awesome!

 

Sorry I've not been working on this, been working instead on a paper modeling project for my site. I've only put the LOD settings on a handful of objects. There is zero official word on what amount of LOD is 'right', or what objects should or should not have the setting so I did not play too much with it. I'll have to have a look at that program though, it certainly looks like a viable alternate to the stock version of the landmass LOD.

 

There is a separate 'Tree' LOD generation in the Creation Kit. Might have to run it after that external one.

 

Thank you for sharing it! I hope to get on to Raven Rock in the next few days, then filling the remainder of the Hirstaang Forest.

 

Tirick

 

awesome, yeah you need to regenerate LOD for landscape meshes every time you change the heightmap. If you're leaving the heightmap alone but just painting textures onto it then you'll only need Oscape to generate landscape textures and normal maps. The only major issue I found is there's a 'max target' setting when you're making the meshes in Oscape, for your map it needs to be set to about "256,000" or it crashes the generator.

Oh also it makes brown textures because of some mess on to do with esm/esp files. You can either convert your file to .esm before generating LOD landscape textures, or I just duplicated all the TextureSet entries for landscape textures then pointed all the texture containers at the new ones, which makes your .esp save them all inside itself and work properly.

 

For object and tree generation the Creation Kit seems to work (just not on your .esp yet for some reason... as I said I may be overlooking something), you may have to extract and move about some texture files mind. In general though "Full LOD" is a bad one to tick because it causes the mesh to view at full-resolution from any distance. Obviously once you populate a whole island rendering every single tree at once will cause significant slowdown!

Edited by godmademedoit
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I got it to work; the trick is to include the Skyrim.esm file when generating.

 

That said: here we go. I have rough texture sets created now for the entire island. These will get cleaned up as I complete cells, but are good for basic LOD views at the moment.

 

Looking north (south of Fort Frostmoth)

 

 

http://i296.photobucket.com/albums/mm191/Aelfric_Pics/Solstheim/2012-03-20_00010.jpg

 

 

 

Looking north (above Fort Frostmoth)

 

 

http://i296.photobucket.com/albums/mm191/Aelfric_Pics/Solstheim/2012-03-20_00011.jpg

 

 

 

More LOD:

 

 

http://i296.photobucket.com/albums/mm191/Aelfric_Pics/Solstheim/2012-03-20_00012.jpg

 

 

 

Raven Rock (roughed in house positions)

 

 

http://i296.photobucket.com/albums/mm191/Aelfric_Pics/Solstheim/2012-03-20_00013.jpg

 

 

 

Thank you again godmademedoit for recommending the Oscape 3rd party tool! I'll be working now on the area around Raven rock in earnest. I hope to have another release late this week, although it will be hard to tell.

 

Tirick

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  • 3 weeks later...
I thought Raven Rock ended up failing. Meh, whatever, you're doing a fine job, can't wait see more updates. Fortunately most of the dungeons on Solstheim are relatively small. Still a lot of work, but progress will at least feel faster when you get to that point. Edited by jkruse05
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  • 3 weeks later...

Hi there Tirik, from what ive seen most of the basic things such as layout are fine, only one thing that isnt right is the windmill, its not possible to walk in side it, apart from that there are only the obvious things like doors not working and such, but they arent first priority anyway (which you probably know)

 

I love the idea of the mod but it looks as if youre giving up on it (since you havent even commented in a month), i can only beg that you carry this on, i would ask for permission to carry it on from where you have finished and then release it but i wouldnt have the skill to do it.

 

Please reply even if its bad news. Thanks for reading

Alex

Edited by ayjaytee16
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