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Problem with custom maps (mainly ones imported from nonTES heightmaps)


shadowofneberu

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ok so i have been trying out some of MooCows maps, Shadowhold and Mehrunes wake mainly

with shadowhold being the first i looked at i noticed that the only place that had a consistent ground to actually walk on was the city, the rest of the world just had me falling through it, i thought this was just a problem with the ground textures so i left a comment asking if it could be fixed and left it at that, with mehrunes wake i decided to take a closer look and went into flycam, the problem was consistent with bitmap heightmaps ive tried importing from terragen through TESannwyn.

the map imports, just in completely random pieces that has been overflowed to hell and back

 

in english,

the cells dont line up properly with their adjacent cells, appearing way below the water, or in a completely different position. this only affects the terrain, trees and clutter remain in place create that "floating trees" effect i hear everyone complaining about on alot of custom map mods.

 

it sounds like this is a pretty common problem with a pretty obvious solution,

can anyone help me out here?

 

 

http://i42.tinypic.com/4q4m8l.png

 

http://i41.tinypic.com/2mz0cbn.png

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It looks like your water level is set too high.

 

The 'floating trees' problem the trees are actually well above the terrain and hanging in air. The terrain and water are well below them. Yours look like they are growing on the water. I'm not sure if this is the same problem or not.

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I don't think it's ground textures since this would usually result in purple ground rather than the ground not being there. If it was just textures, you would also not be falling through it.

 

The cause of this is likely some sort of conflict with the actual affected cells. When cells have hight conflicts, the cell is reset to the default, flat, height. This is why all the cells affected are flat, and below water.

 

Is this mod .esp based or .esm based?

Does this mod affect or use any Tamriel cells for the worldspace?

 

There has to be something wrong about the landscape data, or atleast some sort of conflict.

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its not the water level, im positive about that

 

"The cause of this is likely some sort of conflict with the actual affected cells. When cells have hight conflicts, the cell is reset to the default, flat, height. This is why all the cells affected are flat, and below water."

 

that sounds more like what im experiencing here, its in its own world space and its .esm based, the only .esp associated with it is Moocows weather

 

 

thanks for the replies guys, i hope i can work this out.

 

 

 

 

while im here, i also recently created a landmass which worked just fine apart from me failing with the region editor horribly, but that only made it look ugly, still worked fine... anyway i was gonna make a video then figured i had no LOD so i generated LOD using the "full" option in the heightmap editor, now everytime i try and go to the worldspace i get a CTD.

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its not the water level, im positive about that

 

"The cause of this is likely some sort of conflict with the actual affected cells. When cells have hight conflicts, the cell is reset to the default, flat, height. This is why all the cells affected are flat, and below water."

 

that sounds more like what im experiencing here, its in its own world space and its .esm based, the only .esp associated with it is Moocows weather

Try loading the .esm immediately after Oblivion.esm

 

There's an issue with .esm based worldspaces that have distant trees. Any cell which has these trees gets bugged, and ends up not working. The only way to fix it is to either make the .esm loaded in the 01 index, or to split the .esm using TES4Gecko, and change the master list of the split.esp and other dependant .esps to point to the split.esm.

 

Before trying to fix it, I would first try doing the load order thing to make sure that this is the cause.

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Thanks dude, that worked

shame i have to change the load order whenever i want to change landmass

 

thanks heaps :)

You don't have to, you'll just need to split the mod using TES4Gecko so that the LOD references (trees) are in a .esp while everything else is in the .esm. Of course, this is only suggested when you have a finished version to work with. If you do this before you're done, you may have some difficulties when it comes to altering the worldspace again. You could always just have the worldspace in .esp form. If the weather mod is necessary, you could just merge it. Really, it only makes sense to use a .esm if you're dealing with a very large project that will have multiple things from it referenced in other mods. A .esp won't have this issue, can still have LOD stuff, and usually won't come at a loss of any performance.

 

As for making your LODs, I suggest using TES4qLOD. It tends to be alot more stable than the heightmap editor, and offers a few additional options.

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