We have a Height Map! |
Kodama
Shogun
Registration Date: 2006.09.02
Posts: 2,104
Location: Holland
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Soooo... how small is small?
How many cells is it?
Will it be something like 25 by 25 cells?
How much of that is water?
And will the heightmap be the same scale as Cyrodiil?
Anyway, good luck with the heightmap
__________________ Akavir mod leader.
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2007.04.18 18:21 |
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Lightwave
First Knight
Registration Date: 2006.11.18
Posts: 145
Location: Cymru [Wales]
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quote: |
Originally posted by KodamaSoooo... how small is small? |
It's in the Readme give with the ESPs: The first heightmap in its
entirety takes up 32x32 cells. The second is 48x48 cells. Much of that
is underwater.
I don't know what the 'proper scale' is, everyone uses a different
scale. Originally TOYB asked that I make the westernmost island the
same size as the IC Waterfront. My only concern was that with all the
streams carved in to the coral face that there wouldn't be much flat
land to put any structures on (what humans might call structures
anyway).
Here's some small pics of the IC render copied on to Thras1:
And here's some on Thras2 (over twice as much area):
It's easy for me to resize it, it's just up to you folks to know on how much you feel you'll need/want to mod.
quote: |
Originally posted by MarshallREven after captalizing differnt variations, it still says that 'Item Thras2 was not found for peramiter worldspace' message |
Btw, case should not matter when doing a COW. I've re-downloaded my upload and it plays fine in game for me, for both worlds:
cow thras1 6 6
cow thras2 6 6
I can't think of a good reason why you can't find it. The Worldspace is
in a unique area of ModIndex 00, so I severely doubt it's a conflict.
quote: |
Originally posted by MarshallR
THIS is another formation unique to NZ, made of limestone, it's called
"Pancake rocks" and the formations are found on the west coast. |
Got
pics of those too, it's just that so much of NZ is so stunningly
beautiful that after a while it started to take something even more
special to phase me .
Lightwave
This post has been edited 1 time(s), it was last edited by Lightwave: 2007.04.22 16:29.
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2007.04.18 20:40 |
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Kodama
Shogun
Registration Date: 2006.09.02
Posts: 2,104
Location: Holland
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Thanks for showing the pictures Lightwave.
The landscape looks awesome
If it was up to me, I would use the 48x48 cell heightmap.
If you guys use the smaller heightmap, everything will be at throwing distance of each other.
__________________ Akavir mod leader.
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2007.04.18 21:17 |
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MarshallR
First Knight
Registration Date: 2007.01.13
Posts: 133
Location: CT
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Still doesn't work for me. Oh well. Although I can open it in the CS.
Are the Sestre's still going to have volcanos?
Oh, and this is importaint. Vandor isn't big enough, specifically the
inlet/harbor. I just did a test with the bloated float, and it doesn't
fit through very nicely at all, and the harbor is a little small for
manuvering.
It'd be nice if the entire island were bigger too, because it has to
support the sload, the docks, the imperials, and the ampitheatre.
__________________
This is the end, beautiful friend.
This post has been edited 2 time(s), it was last edited by MarshallR: 2007.04.19 20:07.
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2007.04.19 02:15 |
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Lightwave
First Knight
Registration Date: 2006.11.18
Posts: 145
Location: Cymru [Wales]
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No worries. Just give a figure.
Currently it's a 1536x1536 image, which is 48x48 cells (32 pixels are the length of one cell).
Just let me know how much more width you might need - a percentage will do fine.
And is there really enough space to fit a small volcano on one of these islands?
It would add a bit of character though ...
Lightwave
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2007.04.19 23:29 |
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Lightwave
First Knight
Registration Date: 2006.11.18
Posts: 145
Location: Cymru [Wales]
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I've added 2 more heightmaps, but need to find somewhere to upload them
(my web server is jam packed). I usually upload to 4shared.com, but
they seem to have disappeared all of a sudden (along with all my
uploaded project files!)
If they do reappear, I'll upload them there and post the link. Anyone
know of another free filesharing site for arbitrary files like this?
The two new heightmaps add to the original ones:
3. Thras3 is from an expanded 1792x1792 heightmap image (i.e. 75%
longer in each dimension), and 3 times as much area. This map has been
blurred in Photoshop to give a very smooth profile, perhaps too smooth
for real coral though (except very weather worn dead coral). It's using
an SI texture (maniarock04) which is the closest thing to dead or
bleached coral in OB or SI. This map is 56x56 cells. The smoothing
starts to show up bugs in Bethesda's LOD mesh approximation, but
there'll be solutions to that in the future.
4. Thras4 is from a 2048x2048 image, so twice as long and wide and 4
times the overall area. A different texture, which looks a bit too
coloured for weather exposed coral has been tried: maniarrock03. Again
the image has been blurred to give it a smooth profile and shows up the
same LOD bugs (joins between islands because Beth's LOD mesh generator
is very low quality). This map is 64x64 cells.
But you can't compare them yourself yet until I find a fileserver.
I don't think it's a great idea to make it too big or you could find
the project more daunting than fun. From what I read, aren't there
supposed to be lots of statics (wrecks etc) connecting the islands that
the Sload use to move between too, so there'll be lots of other things
to add building area to, not just on the available land. These statics
will probably have to be rendered with LOD versions too, so you can see
all the interconnections even from a distance.
When you're able to compare the new heightmaps, hopefully you'll find a
compromise size that you like. As TOYB says, you can always reshape an
area in the render window which saves having to enlarge the work
everywhere else at the same time.
Lightwave
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2007.04.21 13:24 |
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Lightwave
First Knight
Registration Date: 2006.11.18
Posts: 145
Location: Cymru [Wales]
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quote: |
Originally posted by The Old Ye Bard
Nope, Sload just go by water, they have no need to use any thing like bridges, or poorly constructed bridges made of shipwrecks
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It didn't make any sense to me either when I read the quote on this page.
They're water animals, anything else would slow them down. I bet those
captured Altmer were full of themselves and had never really been
there.
Not having to worry about this will certainly make the project much faster for you folks to develop.
I've managed to squeeze the 4 Thras test heightmaps
on to my site for now, had to resize some of my other screenshots to do
it; I'm bang on 200Mb. The LOD is included for all the heightmaps too
(though only standard quality for the latest two - the textures were
2048x2048 for the first two).
Thras3 is just 16.7% longer in each dimension than Thras2, so that's
36% more building area. My feeling is that I should drop back on the
smoothness too - the edges of that coral are too smooth, almost like
sandy islands.
Lightwave
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2007.04.21 21:03 |
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Lightwave
First Knight
Registration Date: 2006.11.18
Posts: 145
Location: Cymru [Wales]
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quote: |
Originally posted by MarshallR
I'm pretty sure this one won't work for me at all, because I don't have the expansion. Perhaps some screenshots?
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It might, but it'd probably barf about not finding the texture and just apply the default.
Here are some pics. The IC positioning isn't quite as consistent to the
previous shots, but you can see the proportion and also see the effect
of smoothing from the ground level shots.
Thras3 (56x56 cells):
Thras4 (64x64 cells):
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2007.04.22 16:25 |
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