Since I noticed that small bug with Eerana, I wonder: would it help if I fix small bugs if I find them and then supply esp files with the fix? If so, should I upload one plugin per fix or should I put several fixes in one plugin?
I hate navmeshing but I need skyblivion I miss oblivion so so much (I miss morrowind too but I know that will be ready one day) so I am ready to do even the things I dont like at all , so Im working on doing a basic navmech for citys and I will try and do some more , is there a way to do a hole region or somthing?
Yup, at the top, click on the world tab, then regions, select a region, and auto generate navmesh.
It'll look like it crashed, but you should get a new text document in your Skyrim folder, you can keep track of which cells it's on, and when it crashes, you can note which cell it crashed on.
I'm not saying its a clear cut process or will give you all the fixes you need, but at 7000 meshes you need to be smart about your approach.
Sorry I can't help you at the moment, I'm focusing on the Skywind project, but it helps to have a parallel team going with Skyblivion, so will pay to learn what tools are available and getting to know the advantages...and unfortunately problems.
This is a merge of two tools, NifConverter and ChunkMerge. I actually tried to run the converter on Skyblivion, but the problem is that it can't handle certain meshes so will crash. The process because the coders have probably left the project, is that you have to remove the problem meshes and fix them manually. If you want to figure it out I can give you a little bit more info.
@Zilav: Did you program the weather, or are you just using the default image space stuff (not even skyrim uses the default stuff). Here's a comparison:
happychappy I would be intresed in your help if possible it just crashes no matter , there are so many errors non that we cant fix I hope but I am about 60% positive that its object related
The CTDs are virtually ALL going to be bad meshes CTDs in Skywind have become nonexistent since most of the bad meshes have been fixed. The question is...... which ones are bad?
I don't think the editorwarnings.txt would be of much help here, but I could be wrong. Why are the exteriors out of order? If it crashes, it just means you have a bad mesh that needs fixing.
Anyone know if you can install the new Skyblivion into your skyrim directory which has the current release of Skywind? Can you use them both at the same time without crashes?
My conversion is template based, so every record uses some template record from Skyrim.esm when importing values from Oblivion.esm.
For regions it is WeatherFallForest [REGN:000C5857], so all Skyblivion regions now have its weather, imagespaces and sounds.
p.s. Navmeshing now is a bad idea, with so many missing meshes (like furniture), plants having collision, etc. it won't produce any good results.
The main problem is meshes, and in absence of any reliable mesh conversion tools I don't see this project going anywhere. It is mostly for tes4 fans who want to explore Oblivion's places and bath in nostalgia.
Okay so this might be a little messy but thats what i found out in the debugger, maybe someone with more knowledge about 3d graphics might understand, since i have no experience in it.
I saw some calls related to ''ttrcMopp", according to google:
"MOPP (Memory Optimized Partial Polytope) is a way of compressing bounding volume data for arbitrary polygon meshes."
There is a big switch with tons of possibilities ( Switch value from 0x0 to 0x70 ) so it seems like a lot of options regarding to this ''ttrcMopp". The thing is that when we got a CTD, sometimes there gets a value 0xA8 , so i'd presume there is something unsupported in skyrim, which was supported in oblivion and we now just have to trace down what it is and remove it
Whew :P that might be hard to understand, but hopefully will get us closer to a solution ^_^
@Edit
Well i've read a bit and it just seems Skyrim cannot handle the MOPP collisions and that might be the cause..
However I can't imagine how do you play with such enb. Perhaps good for screenshots, but playing...
@Ormin
You know, even with your information some meshes are still need reconversion. So we are back again with the same problem - no reliable mesh batch converter. Only manual one using 3DMax/Blender which is not suited for doing 7000 meshes.
would that reconversion be just mouse clik clik clik stuf ore actually adjusting stuf els i dont see why its impossible time consuming yes but if a few work on it it can be done
if it is mouse clik clik clik stuf i am willing to help adjusting may be a bit harder for me but stil willing to help
Made the plugin replaces the texture landscape of the textures of Skyrim. If you like I can put. And replaced the path to the texture of stones and other objects. Will work with any textures Skyrim.
Is a mix of many retextures. I did not like the texture of Oblivion. They are very luminous, they are duplicated, they look at each other and take a lot of memory. Skyrim with default textures decreased crashes on my PC. Texture landscape of Oblivion occupy 248 MB of texture and used by me Skyrim 120 MB, and the resolution is 2-4 times more :)
Yes, stick with Qarl's textures which look great, or even vanilla. I could see adding some Skyrim snow and such in the Jerall Mountains like Envy said, but other than that, things should pretty much remain vanilla.
Made the plugin replaces the texture landscape of the textures of Skyrim. If you like I can put. And replaced the path to the texture of stones and other objects. Will work with any textures Skyrim.
Hi katkat74, that looks great. Did you upload this anywhere? Personally I'm ok to use as much stuff from Skyrim as possible because it should help with stability and anyways Skyrim landscape is beautiful.
but right know its very early , I dont think I can call my self a dev sins I have only gave minor help , but I am trying stuff to help but so far with no avail.
going to try to replicat the imagspaces , if I get time.
so yhea it is very early with no navmesh or stuff but its getting there
Since I noticed that small bug with Eerana, I wonder: would it help if I fix small bugs if I find them and then supply esp files with the fix? If so, should I upload one plugin per fix or should I put several fixes in one plugin?
I hate navmeshing but I need skyblivion I miss oblivion so so much (I miss morrowind too but I know that will be ready one day) so I am ready to do even the things I dont like at all , so Im working on doing a basic navmech for citys and I will try and do some more , is there a way to do a hole region or somthing?
Yup, at the top, click on the world tab, then regions, select a region, and auto generate navmesh.
It'll look like it crashed, but you should get a new text document in your Skyrim folder, you can keep track of which cells it's on, and when it crashes, you can note which cell it crashed on.
ok thanks right know I going to try to auto gen the hole thing just to see what happens , Im not expecting anything but I just want to see
if I get anny problemes I report them if there linked to objects like it was in skywind.
and if it works then il move on and do navmeching for interiors and citys , gosh that going to be tiediouse lol
If you want to see if you can save some time with fixing the meshes then you should look at the tools we used for Skywind.
http://morroblivion.com/forums/skyrim/skywind-development/3563
I'm not saying its a clear cut process or will give you all the fixes you need, but at 7000 meshes you need to be smart about your approach.
Sorry I can't help you at the moment, I'm focusing on the Skywind project, but it helps to have a parallel team going with Skyblivion, so will pay to learn what tools are available and getting to know the advantages...and unfortunately problems.
This is a merge of two tools, NifConverter and ChunkMerge. I actually tried to run the converter on Skyblivion, but the problem is that it can't handle certain meshes so will crash. The process because the coders have probably left the project, is that you have to remove the problem meshes and fix them manually. If you want to figure it out I can give you a little bit more info.
@Zilav: Did you program the weather, or are you just using the default image space stuff (not even skyrim uses the default stuff). Here's a comparison:
Before:
After:
Johann: All NPCs use the same voicetype. Meaning ALL NPCs in Skywind and Skyblivion will sound like that. :)
happychappy I would be intresed in your help if possible it just crashes no matter , there are so many errors non that we cant fix I hope but I am about 60% positive that its object related
The CTDs are virtually ALL going to be bad meshes CTDs in Skywind have become nonexistent since most of the bad meshes have been fixed. The question is...... which ones are bad?
ok I look at the log , errr im new to the bad mesh thing , is it possible that a bad mesh works fine in game? its giving me a long list of bad meshes
Yes you can see them ingame usually. They just cause crashes. What's giving you a long list of bad meshes?
EditorWarnings file , well its not claiming there bad mesh but if its saying there wrong I just wonder if it could be linked.
sins navmeshing the exteriors seems out of order I will try and see if some of the interiors work .
Hope that we get all the mesh fix one day
I don't think the editorwarnings.txt would be of much help here, but I could be wrong. Why are the exteriors out of order? If it crashes, it just means you have a bad mesh that needs fixing.
Anyone know if you can install the new Skyblivion into your skyrim directory which has the current release of Skywind? Can you use them both at the same time without crashes?
Thanks :)
Skywind's folder structure isn't the same as it was 5 months ago, it's a lot more organized, so Skywind would never affect Skyrim or any mods.
You're fine. They don't affect each other at all anymore. Many months ago it was a different story, but now things are much better. :)
@SupremeEpicness
My conversion is template based, so every record uses some template record from Skyrim.esm when importing values from Oblivion.esm.
For regions it is WeatherFallForest [REGN:000C5857], so all Skyblivion regions now have its weather, imagespaces and sounds.
p.s. Navmeshing now is a bad idea, with so many missing meshes (like furniture), plants having collision, etc. it won't produce any good results.
The main problem is meshes, and in absence of any reliable mesh conversion tools I don't see this project going anywhere. It is mostly for tes4 fans who want to explore Oblivion's places and bath in nostalgia.
I will try to run Skyrim under a debugger, hopefully with a CTD, I will be able to trace down the causes.
Oh btw Zilav I do not agree :P you just made this project perfectly possible :P
Shadow wrote:
I see what you mean. I should be able to fix it by hand, but it's going to take a while. I'll see what I can do.
EDIT: Is it fine if I upload the fix as an esp?
I agree with ormin , its just the start. and we will get there
Okay so this might be a little messy but thats what i found out in the debugger, maybe someone with more knowledge about 3d graphics might understand, since i have no experience in it.
I saw some calls related to ''ttrcMopp", according to google:
"MOPP (Memory Optimized Partial Polytope) is a way of compressing bounding volume data for arbitrary polygon meshes."
There is a big switch with tons of possibilities ( Switch value from 0x0 to 0x70 ) so it seems like a lot of options regarding to this ''ttrcMopp". The thing is that when we got a CTD, sometimes there gets a value 0xA8 , so i'd presume there is something unsupported in skyrim, which was supported in oblivion and we now just have to trace down what it is and remove it
Whew :P that might be hard to understand, but hopefully will get us closer to a solution ^_^
@Edit
Well i've read a bit and it just seems Skyrim cannot handle the MOPP collisions and that might be the cause..
Here is another vid. P.S. Ending was maded just for lulz.
http://www.youtube.com/watch?v=M7kSRLeZANk
@Golden Phoenix
Thanks, the ending is funny :)
However I can't imagine how do you play with such enb. Perhaps good for screenshots, but playing...
@Ormin
You know, even with your information some meshes are still need reconversion. So we are back again with the same problem - no reliable mesh batch converter. Only manual one using 3DMax/Blender which is not suited for doing 7000 meshes.
@zilav
If you can show me how, I can write a macro , automatizing the process without a need to write a new batch conversion.
@Johann yes please upload an esp, we'll add this to the tracker and merge later.
would that reconversion be just mouse clik clik clik stuf ore actually adjusting stuf els i dont see why its impossible time consuming yes but if a few work on it it can be done
if it is mouse clik clik clik stuf i am willing to help adjusting may be a bit harder for me but stil willing to help
@GoldenPhenix "Stop right there criminal scum" at 6:58. he.
However I can't imagine how do you play with such enb. Perhaps good for screenshots, but playing...
@Zilav, Yeah, that letterbox was annoying sometimes, and Faps grab some fps. Usually, I using Enio's ENB, but in this video i used CinemaScope.
@digitalparanoid
Made the plugin replaces the texture landscape of the textures of Skyrim. If you like I can put. And replaced the path to the texture of stones and other objects. Will work with any textures Skyrim.
Oblivion with Skyrim's textures looks like Skyrim :)
looks nice , is that vurts summer edition tundra tex?
personaly I will allways use oblivion grass and textures for the ground
Is a mix of many retextures. I did not like the texture of Oblivion. They are very luminous, they are duplicated, they look at each other and take a lot of memory. Skyrim with default textures decreased crashes on my PC. Texture landscape of Oblivion occupy 248 MB of texture and used by me Skyrim 120 MB, and the resolution is 2-4 times more :)
wel thats a boring landscape its skyrim
I'd say share it as an esp , would be great! ( I love it btw :3 )
I don't want it to look like Skyrim. Except possibly in the northern part near the Jerall Mountains.
Yes, stick with Qarl's textures which look great, or even vanilla. I could see adding some Skyrim snow and such in the Jerall Mountains like Envy said, but other than that, things should pretty much remain vanilla.
With proper tweaked imagespaces vanilla textures should look like in Oblivion.
Just a quick question: My map doesn't work correctly. It shows the correct markers, but the background is that of Skyrim. How can I fix this?
Install beautification plugin.
zilav wrote:
Ok.
Concerning the NPC voices, I'm making them the same voice type, just female (on the Bretons the MaleEvenToned becomes FemaleEvenToned).
katkat74 wrote:
Hi katkat74, that looks great. Did you upload this anywhere? Personally I'm ok to use as much stuff from Skyrim as possible because it should help with stability and anyways Skyrim landscape is beautiful.
I just finished editing the female Breton voices, here's the esp:
https://docs.google.com/file/d/0B3hLvKzF-ubNZ3huT3MzSzNfWHc/edit?usp=sharing
I'll check if other races also need editing, and fix them if necessary.
New to all of this, looks amazing but will it replace everything of Skyrim or will it add on to it?
all the projects here add , nothing is replaced
ok great thank you.
but right know its very early , I dont think I can call my self a dev sins I have only gave minor help , but I am trying stuff to help but so far with no avail.
going to try to replicat the imagspaces , if I get time.
so yhea it is very early with no navmesh or stuff but its getting there
when will version 0.02 of skyblivion be released
Soon, very soon :)
http://i.imgur.com/GyoeXVD.jpg
OMGWTF, such a gorgeous picture...
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