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Lightwave
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Hi folks,

The 2x/1x subject has come up again in pms which we need to address, both Dave_91 and cire992 have brought this up, owing to the sheer scale of the 2x and the daunting prospect of filling it.

First I'll print my reply to Dave_91's question about it to me in a pm in December (which I copied InsanitySorrow in on):


===========================================================================

To the question about the 1x landmass, of course it's plausible and I understand that scaling up land features doesn't always look ideal, though I don't agree it's hard to find features, especially since the placed content makes it extremely clear where every location is. It is possible to see the entire 2x Vvardenfell with distantland too, it just requires modifying a parameter (or 2) in the Oblivion.ini file to increase the number of quads loaded and increasing the fog distance in the weather so the default mist stops getting in the way.

These are the problems I have with a 1x landscape, though I'm not particularly against it, I think we should bear it in mind if you want to put the question to the rest of the team:

1. At 1x we've changed from being the most developed Vvardenfell mod to being no longer unique and the probably the least developed. PostalDude/Hunger's team have already texture and region generated the entire 1x Vvardenfell months ago and have placed many objects, albeit in their own vision. The Morroblivion team will have a well developed, albeit lower quality TES3 authentic conversion and Phitt (AFAIR) has already developed a very detailed Sheogorad region using the 1x landscape (and he's done some really authentic meshes too). If we are to do the same, we almost have a conflict of interest and it doesn't feel good to be competing for the same thing, ulitmately all our mods are going to be similar and have a lot of overlap, it's just the content of some towns and the quest/storyline we add that'll make it difference, so it begs the question whether we should agree to pool resources with one of these teams or end in direct competition to them.

2. The efforts made by other members of the TES4:Vvardenfell team have been for the 2x landscape, so they will have to delete some of their work, obviously.

3. The DistantLOD is generally worse at 1x with more bugs due to the greater number of undulations at 1x. This will affect the other teams too though I respect it'll probably be solved when I get round to an optimized DistantLand quad generator, but I haven't got round to that yet. Most notably there are barriers in the walk up to Dagoth Ur which totally obscure the path through the volcano and you have to walk through them, and the prominent fin shape of the Cavern of the Incarnate is almost non-existent in 1x.

4. If you can region generate for 1x successfully, then you can region generate for 2x too. I've successfully region generated the largest regions of Tamriel in the CS for 3x Cyrodii using automatically scaled regions, so the scale of the area shouldn't cause reliability problems, it just increases the time it takes to generate. AFAIR Hunger was having a common difficulty getting a clean merge between region textures on his Vvardenfell mod, but this affects everybody - the trick is to have an overlapping region which combines some objects and textures of both regions.

Other options are equally plausible too, like a 1.5 scale landmass even ...
===========================================================================

From a technical standpoint it won't make much difference to myself. I haven't been working as solidly as I used to on re-writing TES4Scale (spending a lot of my spare time IRL lately Wink ) so I realize I've been holding things up a bit regarding the auto-placed, scaled content, with interiors, which is a bit ironic since it's mainly the interior links that'll come out of the rewrite for this mod (other mods would benefit from duplicate NPCs, and completely cross-referenced FormIDs so a world is duplicated and optionally scaled without conflict with the original).

So if there is to be a shift towards re-doing the landscape (and the rest of the core are not phased by my comments) then it'll be the same amount of work for me, I'll just run the final program with either 1x scaling or 2x scaling. I can make the heightmap for the time being very quickly (anyone can with TESPort or TESAnnwyn really) - in fact I posted a 1x landscape, complete with all the LOD and TES3 placed external content in the thread in Galadrielle's content converter - the same worldscape and content I generated the pictures from, the download link to the archive is on that page.

But I wanted to get this out in the open rather than in pm's so if there is to be any sudden direction change, everyone is aware and able to discuss it and voice their opinions.

Thanks,

Lightwave
2008.02.03 16:13 Lightwave is offline Send an Email to Lightwave Homepage of Lightwave Search for Posts by Lightwave Add Lightwave to your Buddy List Send a Private Message to Lightwave
cire992
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1. We're not the most developed Vvardenfell mod, not even close.
2. I'm not making 10,000+ cells of exterior claims. If we use the converter, we only have to make a few.
3. Even if I did make all those claims, who's going to fill them all. I posted the interior claims last summer and less than 10 of them have been completed.
4.Conflict of Interest... What, Vvardenfell?
5. Exterior claims in the 2x landscape: Aside from Dave, all other exterior modders have been missing for at least a year, they're towns need to be restarted anyway.
6.Your fourth comment is missing the point. With the converter we can 100% accurately place meshes as they were in Morrowind. That's a lot better than a random or less dense generation on 2x landscape.

1.5 scale landscape is kind of missing the whole point: we're trying to make this whole project easier since no one is doing anything anymore.
You, Dave and I are the only ones left really contributing anything to the mod.

If you like I can ask around at the other projects to see if they have solutions for the 1x LOD issues.
2008.02.04 04:37 cire992 is offline Send an Email to cire992 Search for Posts by cire992 Add cire992 to your Buddy List Send a Private Message to cire992
Dave_91
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Hmm... some good points, cire.

I'm happy to restart and begin working on exteriors again. I'd be much happier working on the regular scaled landmass as the 2x scale required a lot of landscape editing and fiddling around to get right.

I found some of the Silgrad Tower tilesets very hard to work with, especially those which don't have fixed buildings like the shack and Hlaalu tilesets. I guess that I can put up with it (and I understand why the tilesets were made that way), but it did make things difficult and sometimes boring. I would have much preferred fixed buildings like MW.

I believe Phitt mentioned that he's allowing modders to use assets from his mod if they want, if that's correct, there's a ton of nice assets he has made that we could benefit using.

If I'm correct in a assuming the 'converter' can place the statics used in MW with ours in the exact locations (or thereabouts), then I imagine it would save a lot of work.

BTW: According to a few posts on the official forums Bethesda announced that using the converter was not legal by their rules, and usage is prohibited (or something like that). I could be wrong though. Then again... we're only using the coordinates of the meshes from the 1x land (if we go ahead with it), right?
2008.02.04 11:37 Dave_91 is offline Send an Email to Dave_91 Search for Posts by Dave_91 Add Dave_91 to your Buddy List Send a Private Message to Dave_91
Lightwave
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The LOD issue is not a critical one, there are problems with the 2x LOD as it is. It's just that 1x is worse because Bethesda didn't design it to cope with the rapidly undulating land that we see in Vvardenfell.

A bit further down my hit-list is an LOD generator, one less strenuous on TES4 than my "LOD2" system which although has a perfect mesh profile, exposes other game limits.

None of my points are meant to hold up the idea of a 1x landscape, they were just my quarms about losing our greater uniqueness and by 'conflict of interest' I meant as a modding community as a whole we have largely competing projects, so collusion would increasingly benefit everybody.

Also the placed content (which you can see in the screenshots I did months ago) is not to the density one would hope of a TES4 project. TES3 was good for its time, but many might expect added richness. Which is why others (such as Phitt's and PostalDude/Hunger's project) are using region generation instead.

I haven't seen Bethesda's response to the converter, they may have grabbed the wrong end of the stick and put a rubber stamp across the whole modding community as being stupid, so gone for the heavy-hammer approach because someone somewhere will probably try to distribute the meshes (it's probably happening anyway behind people's backs). The placed data in the ESP is likely no problem at all, but unless the replacement meshes have identical centre points and are the same sizes as the originals, they will not fit together properly or sit right on the landscape. I can add something to the mesh replacement system to change the x,y,z offset of any placed versions of those meshes, if required, but that means someone will have to figure out the differences in positions first.

Btw, in case it was forgotten, the link to the 1x landscape I posted in September , with LOD, NPCs placed content file (in separate ESPs) is here:
Vvardenfellx1.7z

All I've got to do is import interiors and re-link them to the exteriors, but my re-write of TES4Scale has meant I've gone backwards in many ways before I can go forwards and do that part. Frown

Lightwave
2008.02.05 00:59 Lightwave is offline Send an Email to Lightwave Homepage of Lightwave Search for Posts by Lightwave Add Lightwave to your Buddy List Send a Private Message to Lightwave
InsanitySorrow
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I am really sorry if we cause ya any problems Lightwave :)

Anyway I seem limitations for us as well as the game engine either way we do this. 1x seems more feasible for us but seems to pose more problems. I am sure these problems can be overcome, I actually think a good re-start and re-focus is in order for this mod. Most planning has taken place on a 2x scale landmass, this I assume would cause problems for us and the modders. Though I am certain 1x is the way forward with this.

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2008.02.05 15:05 InsanitySorrow is offline Send an Email to InsanitySorrow Search for Posts by InsanitySorrow Add InsanitySorrow to your Buddy List Send a Private Message to InsanitySorrow
cire992
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^ Then why didn't you say it was a good idea before?

Lightwave, you mentioned that we have "competing mods" out there. Funny thing is, they wouldn't say the same. We need to get ourselves and start working in tandem with these other projects, because as you said: there's no point in having four identical products of the same vision.
2008.02.05 16:24 cire992 is offline Send an Email to cire992 Search for Posts by cire992 Add cire992 to your Buddy List Send a Private Message to cire992
InsanitySorrow
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I have sais, I said to both dave and lightwave before now, it was just no relevant at the time to go on about it since it was first decided to use a 2x landmass before we realised a 1x landmass would be more beneficial.

We have had discussions about working with other teams, I feel we should work alone and together and focus on what we have to do not what other teams are doing. I am not sure what Dave and Lightwave have to say but I really think it does not matter how many mods do the same thing, its what is different thats important, like quality for instance.

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2008.02.06 10:29 InsanitySorrow is offline Send an Email to InsanitySorrow Search for Posts by InsanitySorrow Add InsanitySorrow to your Buddy List Send a Private Message to InsanitySorrow
cire992
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quote:
Originally posted by InsanitySorrow
We have had discussions about working with other teams, I feel we should work alone and together and focus on what we have to do not what other teams are doing. I am not sure what Dave and Lightwave have to say but I really think it does not matter how many mods do the same thing, its what is different thats important, like quality for instance.


QUALITY?! This mod doesn't have any sort of quality! As a matter fact it doesn't even have a master file. It doesn't hold a candle to Galadrielle's Converter, or Phitt's Sheogorad, or SoVvM's Solstheim. The only thing this mod has is a team that shrinks every single day, and it's happening again right now. I want out of the core.
2008.02.08 08:23 cire992 is offline Send an Email to cire992 Search for Posts by cire992 Add cire992 to your Buddy List Send a Private Message to cire992
Lightwave
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We all need to be open minded I think. To quote TESNexus where Galadrielle officially was hosting copies of his content converter before it had to be removed:

"Essentially, we let folks mod our games like Morrowind or Oblivion, but we don’t allow for folks to take content from another game and put it into a new game – even if they own both copies, and even if it's one of our own games." (Bethesda)

"There are many reasons why this is so; among others, it is important to protect the original licensor's rights when Bethsoft has licensed a resource to use in a game. That license may allow use of the resource in that game alone, and Bethsoft is duty-bound to prevent the resource from being used in any other game, including their own." (TESNexus moderator).

This sucks and also means we cannot proceed with the intention of using any of Bethesda's TES3 NIFs in TES4:Vvardenfell.

It must be worse for the Morroblivion team, the only way for them is to proceed underground - Bethesda won't be motivated to pursue them further than outside the mainstream modding community, but it's harder to put your heart and soul in to something like that. My TESPort never came under such a glaring eye solely because it replaced TES3 content things for TES4 content (because I wanted TES4 detail). I didn't think they'd get that picky about people re-using the TES3 resources on their own machines though. Frown

The statement is not explicitly restricted to NIFs either, merely 'resources'. To my knowledge we are the only mod that has official permission to use the heightmap and from Vality7's other past experiences, Bethesda are prepared to be much more flexible with the contents of their ESMs/ESPs.
Admittedly this was done on the 2x pretext, but I think using the heightmap in general is not a problem, for us.

So this changes my priorities a bit too. There is no point in converting any interiors for our own use as we cannot realistically just swap in our own tilesets - they'll never line up.

We're restricted to the exterior data and will have to wipe towns clean (as we already knew anyway) and replace the wilderness models with our own. This swap doesn't have to be immediate, we can still gradually swap things but how tolerant Bethesda will be of us in the meantime as we officially go about that business, I can't say obviously. Even if we make it explicitly clear that it's only a short-term measure, legally they can't tolerate that either ... just don't make a song and dance about it in the meantime.

Btw, there is no point in me writing an application to swap the TES3 model records with our own, because it's far faster and simply for someone else to change that in the construction set and browse for the new file. That will instantly change the model for that NIF everywhere it is placed. What could be useful is when we need to do automated X,Y,Z adjustments. e.g. When a rock is replaced, check the landscape and see whether they sit right, if not, note down the current co-ordinates of the object and move it slightly so it looks right. The goal is to see how much we need to move it, supply me the info for each model and I can run it through the ESP to shift them around. This could technically be done with Bethesda's own models, such as Shivering Isles mushrooms. I just need to know how much to offset it.

AFAIR there is only one thing wrong with the 1x landscape/data, AFAIR all the placed content is slightly off from their original positions (by about 2.4metres, enough to see doors slightly sticking out of hills etc). I'll dig out the original TES4Scale and run it through there with different offsets. Technically it's the landscape that's offset by 1 heightmap point, not actually the placed content, so maybe I'll just re-import the heightmap and offset it by one point instead so it's the same as TES3.

If we're going to drop back to 1x, an announcement needs to be made to everyone by one of the leaders.

And cire992, I really appreciate your concerns, you've put considerable effort in to this too and we need to compromise to give it a chance. I'm very easy on whether we share resources or keep to our own, but personally I think especially with Phitt's work, that would really help us, trouble is, do we have enough at this stage to give back to him. Wink

Lightwave

p.s. Who's got access to the Vvardenfell website? We seriously need to update this thing because it looks like it's been dead nearly 2 years:

Last updated: March 22, 2006

Getting some shots up of the 1x I took with Galadrielle's content on our 1x heightmap with LOD on the main page would make a massive difference to visitors, even if we can't keep that TES3 stuff permanently.
2008.02.08 22:50 Lightwave is offline Send an Email to Lightwave Homepage of Lightwave Search for Posts by Lightwave Add Lightwave to your Buddy List Send a Private Message to Lightwave
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Silgrad Tower: Oblivion » Archive » Archived Non-Silgrad » TES4: Vvardenfell » Grand Yurt » 1x Landmass

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