is this mod allow you to visit cyrodil or high rock or hammerfell or summerset isle or valenwood or orsinium or black marsh or elsweyr? map expansion ?
Hello Transbot! Are you still there? If yes I would like to send you a message regarding an offer for creating heightmaps for some regions of Tamriel. Thanks so much if you'll be able to answer my request! Regards, Pasquale
Hey this is a nice map. Can you maybe upload it in double or quadruple the resolution ? Also another question. Do you have the ability to export this in tiles of 4k x 4k ? I would love to experiment with this map in unreal 4.
Theoretically, all of that is possible, but I am afraid my PC will catch on fire. The size is already egregious and a pain in the butt to work with. I am not doing custom exports at this time.
So approximately how big is this in-game. Does Skyrim retain it's own size while the other regions are smaller? Or are they all perspective of their original sizes in all of the games and lore? How does it affect the existing buildings and other navmesh's in the game? Will some of them be buried by higher heightmaps or some floating?
Water height will probably need to be adjusted. PLEASE DO NOT TRY TO MAKE A MOD WITH THE WHOLE HEIGHTMAP - I experimented with generating LOD and that took over 24 hours in Oscape and the CK had trouble loading/adapting it to the new format ((never got it to load - it just sat there, and I don't know where the problem is and I don't have the time to really care). I also have no idea if the +/- x64 bug still exists in Skyrim SE or not.
Skyrim on the heightmap is slightly larger and slightly twisted. Valenwood and Elsweyr are slightly enlarged. Apparently the imperial island is a few percentage points smaller than in TES4, but Cyrodiil is significantly larger (and designed to be split into 3 world spaces). Several island world spaces are enlarged in comparison to the mainland (Stirk, Stros M'kai, for example). Black Marsh and Morrowind are pulled slightly south.
Overall accuracy of terrain within each province sits at about 70 to 80%, which is the difference between Bethesda/Zenamax Online games.
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As long as credit is given, anybody can use it, but I'd love to see some screenshots!
Regards,
Pasquale
Or are they all perspective of their original sizes in all of the games and lore?
How does it affect the existing buildings and other navmesh's in the game? Will some of them be buried by higher heightmaps or some floating?
TESannwyn -i Skyrim -p 1 -b 16 -d 20480x16384 -s .5 -x -320 -y -256 -h -32000 -w tb9Tamriel TamrielBeta_10_2016_01a.raw
Water height will probably need to be adjusted. PLEASE DO NOT TRY TO MAKE A MOD WITH THE WHOLE HEIGHTMAP - I experimented with generating LOD and that took over 24 hours in Oscape and the CK had trouble loading/adapting it to the new format ((never got it to load - it just sat there, and I don't know where the problem is and I don't have the time to really care). I also have no idea if the +/- x64 bug still exists in Skyrim SE or not.
Skyrim on the heightmap is slightly larger and slightly twisted. Valenwood and Elsweyr are slightly enlarged. Apparently the imperial island is a few percentage points smaller than in TES4, but Cyrodiil is significantly larger (and designed to be split into 3 world spaces). Several island world spaces are enlarged in comparison to the mainland (Stirk, Stros M'kai, for example). Black Marsh and Morrowind are pulled slightly south.
Overall accuracy of terrain within each province sits at about 70 to 80%, which is the difference between Bethesda/Zenamax Online games.