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Silgrad Tower from the Ashes
Dumac [Finished] - Printable Version

+- Silgrad Tower from the Ashes (https://www.silgradmodding.net/forum)
+-- Forum: Archived (closed boards) Silgrad TES IV & TES III & General discussions (https://www.silgradmodding.net/forum/Forum-Archived-closed-boards-Silgrad-TES-IV-TES-III-General-discussions)
+--- Forum: Archived Silgrad Tower Claims TESIV (https://www.silgradmodding.net/forum/Forum-Archived-Silgrad-Tower-Claims-TESIV)
+---- Forum: Archived Regions Claims (https://www.silgradmodding.net/forum/Forum-Archived-Regions-Claims)
+---- Thread: Dumac [Finished] (/Thread-Dumac-Finished)

Pages: 1 2 3 4 5 6 7 8 9 10 11


- Seniosh - 11-20-2008

We could definitely use BC instead of the steadhelm region, it's not a problem at all. I also like the idea of extending Ashunor Valley across the river.

The rock files i want to use are WestGashdirt, westgashrock, and westgashrockydirt. They're all textures i'm currently using for the ruins, and they are all in the BSA.

I'll make the modifications to the textures in the presets, and then map out the regions in the CS.

[edit]

Alrighty! I've got an ESP here with the presets mapped out. The only thing i modified was the textures that they had. Basically, i swapped out some of the dirt and rock textures for Dumac ones. the textures that spawned around rocks in the Deepen Meadows preset i kept the same however - it would look weird if the rocks and ground texture were different.

The one thing i haven't done is actually generated any test regions. If you'd like, i could make a separate ESP to test the presets and make sure the textures look OK. Once that's done, i'll make a Dumac preset containing textures. Also, in this ESP i took the liberty of marking the exterior dumac cells as "hand-marked", because i don't want the textures overridden


- TheImperialDragon - 11-20-2008

Quote:Originally posted by Seniosh
The one thing I haven't done is actually generated any test regions. If you'd like, I could make a separate ESP to test the presets and make sure the textures look OK. Once that's done, i'll make a Dumac preset containing textures. Also, in this ESP I took the liberty of marking the exterior dumac cells as "hand-marked", because I don't want the textures overridden
It would be a good idea to test the presets before going ahead with the generation, in case something looks weird... in case there's something we didn't consider before.

Could you make it so that the Ashunor Valley-Dumac preset doesn't go beyond the (48) column of cells? Anything farther east should be Bitter Coast. Smile

Quote:Originally posted by Seniosh
it would look weird if the rocks and ground texture were different.
I hadn't thought of that. It's true. Unfortunately, the rocks in the Ashunor Valley preset don't have textures generated around its rocks because of how they were generated.

We would want Dumac rocks instead of Ashunor Valley rocks. Instead of going through every single rock entry in the preset and replacing them with Dumac rocks (that could take a while), would a massive CS Search & Replace be possible for all Ashunor Valley rock types in that area (someone with a powerful enough computer to load and select all of those rocks could do this)? The Ashunor Valley rocks were retextures of the original WG rocks, so it should be just a matter of swapping for the corresponding Dumac rocks (there are about 30 types).

If needed, I can retexture a rockwestgash1328g.nif and send it to whoever needs it, and Razorwing also so it can be added to the BSA.

If the Deepen Meadows rocks look okay in their preset, we might be able to leave them as they are.


- Seniosh - 11-21-2008

I'll test out the presets myself, and look at the feasibility of a massive "search&replace". I could stop Ashunor valley from going past 48, but because of the landscape, i think it would look better if it went to it's current bounds. BC is in an area i intentionally made lower, and the Ashunor Valley is basically separated from BC by a large hill.

BC can't extend west to 48 without looking really weird, because it logically probably shouldn't extend that far inland. If it's really an issue though, i'll change it.

The problem with search&replace is that it can either affect one cell, or one world... and i don't quite think we want world. I'll generate it, see if it looks weird, and if it does, i'll think about replacing them in the preset, which would take a shorter time than a search&replace in 30 different cells for 30 different kinds of rock


- TheImperialDragon - 11-21-2008

Quote:Originally posted by Seniosh
I could stop Ashunor valley from going past 48, but because of the landscape, I think it would look better if it went to it's current bounds. BC is in an area I intentionally made lower, and the Ashunor Valley is basically separated from BC by a large hill.

BC can't extend west to 48 without looking really weird, because it logically probably shouldn't extend that far inland. If it's really an issue though, i'll change it.
The Ashunor Valley should not extend as far as anywhere near the coastline.

Quote:Originally posted by Seniosh
The problem with search&replace is that it can either affect one cell, or one world... and I don't quite think we want world. I'll generate it, see if it looks weird, and if it does, i'll think about replacing them in the preset, which would take a shorter time than a search&replace in 30 different cells for 30 different kinds of rock
What I meant was that the entire area of the preset was selected at once in the Render window, and then that checkbox was selected when the search and replace was done. This would need a very powerful computer to do.

Replacing the rocks in the preset would take a while to do, because you need to make sure all of the objects' settings are copied exactly.


- Seniosh - 11-21-2008

I don't have nearly enough power to select every cell in the region (i can't even select every cell in the region!), and even then, i'd have to do the S&R for every single different type of rock, unless the CS knows what "Ashunor Valley" means, and can differentiate it from "Dumac"

From looking at test generations, i don't think it should matter too much, the AV rocks mostly have their own textures, and they don't look horrible with the Dumac rocks.

I'll extend BC inwards, as per your request. AV will only go to 48.

Deepen Meadows should have absolutely no problems. The dominant dirt texture is fairly close to Dumac's so it'll blend well


- SACarrow - 11-21-2008

At sandor's request, I added a "Replace Base Reference" function to Gecko that does pretty much what I think you want. The problem may be that as of right now it only acts on the whole plugin. That might work if the generation is on a separate ESP that is later merged. If this is not the case, then that feature may not be of use. I could look into extending its use to a per-cell or per-region basis; I was simply lazy when originally implementing it.

Not saying it still wouldn't take awhile, but my general feel is that Gecko can do that sorta thing with a lesser footprint than the CS.

Just a thought,
Steve


- TheImperialDragon - 11-21-2008

That sounds like just what we need (as it is now). Smile Thanks SACarrow. :goodjob:

Seniosh, could you post a few screenshots of how the generations turned out? Earlier, I wasn't suggesting that you specifically do the S & R, but just that someone with the capability did it, as it would probably have, in the end, been much faster than modifying the entries in the preset. But SACarrow's option sounds much easier.


- SACarrow - 11-21-2008

A couple of notes:
  • sandor reminded me that "replace base ID" does exist for regions. Just right-click on the region desired.
  • I broke that in 15.1. I posted a fixed version on the internal board.
HTH,
Steve


- Seniosh - 11-21-2008

Alright guys, before you get all excited about S&R, here are some screenshots i've taken. First ones are of the Ashunor Valley region, then there's a few of Deepen Meadows, and then one of the Bitter Coast. (all the transition regions)

Deepen Meadows and BC are definitely fine in my opinion. And i really don't think Ashunor Valley needs to be S&R'd If you want, i'll generate textures for Dumac just to see how it looks when the two regions are right next to each other.

My computer might be capable of doing S&R for a region, i'd have to try it out, my point is that it may not be necessary.


- TheImperialDragon - 11-22-2008

Your generation looks strange for the Ashunor Valley. Confusedhrug: The dirt shouldn't have generated so close to the water. I guess my computer generated it differently somehow (see screenshot - note I played around only with some generated objects in certain places though).

A few remarks for the Dumac-Ashunor preset:
- Maybe, if you don't have a Dumac equivalent for the StIdAvRockMoss02 texture, you could rename and use StIdTerrainDWRockGrassNoGrass.
- Make sure you copied the values correctly for the StSeDumacRockyDirt texture.

For the replacing, if we did end up doing it, I think we'd use SACarrow's method instead of a CS Search and Replace. It would be much easier and simpler, and it would probably not require a high-end computer. Whatever looks better should be what we go for.

After we get these details sorted out, I think the region overall should look pretty darn good. :goodjob: