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The Old Ye Bard
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If I'm sent a picture of the High Rock height map (with the borders at least finished), I can start work on a map for High Rock (I'm rather good at it :D ), putting names on, roads, and the approximate placement of cities/towns (saved as .psd document, with cities on separate layers so they can be moved around easily when placement becomes more definitive). It would be exact to Oblivion's style of Map, and it would fit in nicely, all I need is the word, and I'll be on it, and have it finished as quick as I've been doing all my other work for the mod :)

Cheers,
TOYB



This post has been edited 1 time(s), it was last edited by The Old Ye Bard: 2008.10.03 12:05.

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Gyssar
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Thank you for the offer.

As soon as I have the HM finalized, I'll be sure to send a copy of it to you.

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Deeza
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This old one (I think it was made for the previous project) may be of some help to you:

Photobucket


Unfortunately this copy is quite low resolution and the shape of the Balfiera Isles is completely wrong, as may be some of the layouts of the cities now that they have been redesigned.

Still, it may be of some use.
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Braggi
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Let me also chime in on this one TYOB.

I'd like to ask some questions on style, not for criticism but for inforamtion. I've been hoping that we would have an offer to a proper map for the mod for a while now. My questions are as follows:


1. What style do you have in mind? For example, I ran up a temporary map for the province using a topographical interpretation of the prototype height map back in the summer. Personally, I like the Oblivion map style used for Cyrodiil and SI, but I'm thinking we should use whatever looks best and is easiest to use for the mod.


2. Map scaling: specifically, have you created a map to use in the CS that is accurate before? (I suspect the answer is yes.) I ran into all sorts of fun getting the prototype map to work before the mod re-launched, as recorded in a series of posts here. Scroll two thirds down the page to the entry that starts out:

Begin quote:
"Hi DA. Yes it does help some. :) I was actually able to get the errors to stop by reviewing the CS Wiki tutorial on world creation. The tutorial mentions that you will wind up with holes in your land after editing, so take down the cell co-ordinates and check them. Where I had goofed was that the author meant in the cell view and use the landscape editor (with the brush set to "soften vertices") to fill in the holes."
End quote

The rest of that entry and several following it detail the problems I ran into getting the in-game map to track properly with the actual height map. It was quite a learning experience. I did get the map to work properly and still have it in place for the prototype lands mass ESM.


3. Building on the above question, do you know how to get the map accurate for unusual screen resolutions?

I'll be specific here to clarify - right after I got the prototype landmass ESM finished, my CRT monitor died. I had been running it at a resolution of 1024x768 for ages. I replaced the CRT with a wide screen flat panel to make things easier to read (age does mess with my eyes a touch).

The native rez for this new monitor is 1440x900 and when I next fired up Oblivion, the automap for SI was cut off along the bottom. Ditto for the the prototype ESM map as well. (Cyrodiiil was also affected but because there is so much excess space for that particular map, it only cut off the tip of one of the southernmost coastal protrusions.) So, It was then that I realized that the automap display settings may have to be tailored to your native resolution in the CS. Quite annoying if so - I have toyed with the idea of re-installing Oblivion ans SI to see if that will fix the issue. If not, I'll have a lengthy process of trial and error ahead of me to get the map display settings correct.


That pretty much covers it for my questions. Looking forward to your reply.

:)

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The Old Ye Bard
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1) It would be Oblivion's style of map, just so everything flows through nicely, though I can always make variants once I've made the standard oblivion stlye map finished.

2) While I haven't made a new map from scratch, I've only edited the stock map, so I know on a small amount regarding this, though I am opre than willing to put in the extra time if problems do arrise.

3) It's impossible to get the map working for unusual screen resolutions afaik Frown



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Braggi
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Actually, it's not impossible to get the map working, per se, but it certainly is a pain in the fundament. :) Tongue

The method I used to get the map working for 1024 x 768 can be used to size the image properly for an odd resolution. It's just slow and painstaking. That means to play the mod, I'll have to take the map image and tweak both the image size for the game and the CS settings to match it. Once that is done, it should be fine. (Having done it already for the topo interpretation, I can say that the method works. But it's darned annoying to do!) Guess I'll just have to grit my teeth and do it for my personal copy of the mod.

Yes

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Gyssar
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You'll have to toss me into the "people with odd resolutions" group as well. Widescreen is slowly becoming the default standard across the globe.

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Deeza
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I guess I'm in the widescreen cohort as well.
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nick_op
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Does the world map not have to be sized to powers of 2? If so, I'd have thought the whole menus/menus80/menus50 thing would sort out the resolution issues.
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Braggi
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Hi Nick_Op.

I'm not certain how to answer your question, mainly because I developed the in-game map via trial and error. I know there are some basic principles to how that map works, but I was never able to locate any place that states what those might be. So, I did the best I could "by guess and by gosh".

Would you be willing to expand on the powers of 2 idea? I'll likely need the information to get the map sized correctly on the new HM, so any additional knowledge, even just tidbits or scraps, would be very welcome.

Thanks!

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Lady Nerevar
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all dds files have to be powers of 2. 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048, 4096, etc. afair, maps are usually really huge squares, with part of the area left black and cut off by CS settings.

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nick_op
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As Lady N explained, each dimension of the image file has to be a power of two. I think 2048x2048 is the limit with this, I know some texture replacers used 4096x4096, but I'm pretty sure Oblivion won't render that, so it renders the next biggest mip map. I might have to run a test to find out.

The reason that textures need to be sized to powers of two is that hardware acceleration on video cards can render them very efficiently. If you use an odd texture size (e.g. 200x300) it would not display correctly as it would be resized to 256x256 for hardware acceleration.

The menus/menus80/menus50 is the method used for dealing with the UI at different resolutions.

- You normal sized texture goes in textures\menus.

- You then resize the image to 80%, but keep the texture size the same for the menus80 folder. The texture will be the same size as the one in the 'menus' folder, but the actual image would only take up the top left 80% of the texture, the rest would be blank.

- menus50 requires the texture to have half the height and wisth of the one in the 'menus' folder.

Here's an example. Your map texture might be 1024x1024. That would go in textures\menus.

You then scale the size of the image in your 2d program to take up the top left 819x819 of the file, but the texture size would remain at 1024x1024. This goes in menus80.

You then take the original texture and change it's size to 512x512, that goes in menus50.

I hope I've explained this clearly enough, I tend to be a bit long winded. Let me know if you want a visual example.
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Braggi
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Lady N and Nick_Op: Thank you both for the clarification. I remembered about the map sizing once I read what each of you had posted. The in-game map that I cooked up for the prototype height map was a of the 2048 pixel variety.

Nick_Op:
I welcome the depth of detail in your explanation - no apology required whatsoever! This is exactly the kind of depth-of-information I was seeking when I tackled the in-game map the first time around back in the summer.

Yes

Let me reply to this step by step for clarity:

1. The menus/menus80/menus50 is the method used for dealing with the UI at different resolutions.

I learned about the three directories you mentioned through examining the assets of various vanilla map mods, so I am with you so far. This was also when I got and learned the use of the .dds converter I am currently using as well.

2. - Your normal sized texture goes in textures\menus.

That makes sense and I learned it by trial-and-error (and the occasional mumble-grumble in consternation as I went.) :D

3. - You then resize the image to 80%, but keep the texture size the same for the menus80 folder. The texture will be the same size as the one in the 'menus' folder, but the actual image would only take up the top left 80% of the texture, the rest would be blank.

Aaaahhh... now this is pay dirt. (Thank you very much!) I knew something like this applied, but didn't know the exact percentages to play with for the dimensions. Had I known this sooner, I could have avoided a large amount of frustration. :) As it was, I eventually took the map I had, replaced it with a numbered grid, went into the game and pinpointed where the grid was cut off by the character menu. I then resized the map to match that. (I am thinking that by combining that technique with the information you have given here, I may well be able to get the map sized correctly for wide-screen.)

4. - menus50 requires the texture to have half the height and width of the one in the 'menus' folder.

Once again, this could have saved me much hair-tearing. I know it now, though and I thank you once more.

5. Here's an example. Your map texture might be 1024x1024. That would go in textures\menus. You then scale the size of the image in your 2d program to take up the top left 819x819 of the file, but the texture size would remain at 1024x1024. This goes in menus80. You then take the original texture and change it's size to 512x512, that goes in menus50. I hope I've explained this clearly enough, I tend to be a bit long winded. Let me know if you want a visual example.

You have done an excellent job of explaining this. I believe I can visualize the process clearly based on what you have written and the experience I had previously. If I run into any snags in the future, may I P.M. you to get any clarifications or examples needed?

Once again, thanks very much!

Good job!

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nick_op
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quote:
Originally posted by Braggi
You have done an excellent job of explaining this. I believe I can visualize the process clearly based on what you have written and the experience I had previously. If I run into any snags in the future, may I P.M. you to get any clarifications or examples needed?

Feel free to PM me if you'd like further clarifications.
2008.10.10 12:43 nick_op is offline Search for Posts by nick_op Add nick_op to your Buddy List Send a Private Message to nick_op
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Silgrad Tower: Oblivion » Archive » Archived Non-Silgrad » High Rock » Visual Discussions » High Rock Map