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 Post subject: Mod Stage and map
PostPosted: Fri Sep 26, 2008 8:15 am 
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Joined: Fri Sep 26, 2008 7:50 am
Posts: 5
I've searched this forums for a thread like this, a percent status of things completed. Example:

*Land: 80%
*Exterior: 50%
*Interior: 30%
*Quests: 10%
*3d models: 60%
*Books: 60%

Or a region status percent, that is useful to people willing to join.
Next thing you need is an ingame map :) Is that on the works?


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 Post subject:
PostPosted: Fri Sep 26, 2008 9:12 am 
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Joined: Mon Feb 18, 2008 9:37 pm
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I have produced an ingame map but it is huge (nearly 20MB and needs working into something more artistic than a jpeg overview.)

The percentage thing is a good suggestion. Would I put that into the bethesda forum or here?


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 Post subject:
PostPosted: Fri Sep 26, 2008 1:27 pm 
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Senec

Joined: Sat Aug 09, 2008 3:34 pm
Posts: 149
You could put it in the official Mesogea [WIPz] thread, but I would definitely put it on the main page of the Mesogea web site. That's where mine is for my mod.

I also recommend sitting down and figuring out how your going to estimate those percentages. In the case of Mesogea, since it is huge, I'd probably break it down into areas/claims and have percentage completion tracking on each of them (and maybe a combined one for the total area). Those could go in the claims threads for each area, too.


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 Post subject:
PostPosted: Fri Sep 26, 2008 10:53 pm 
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Hmm, I like the idea of that. I could put the map up onto the website, the trouble is that at 17MB approx or thereabouts it would be a nightmare to open up. Is there a way of making it less memory heavy?


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 Post subject:
PostPosted: Sat Sep 27, 2008 1:27 pm 
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Senec

Joined: Sat Aug 09, 2008 3:34 pm
Posts: 149
Is that the in-game map? Does it open in-game at that size?

Making it smaller for the web site wouldn't be hard. I'd probably go for a reduced scale map that can be used as an image map leading to each area or claim. You could get really fancy with it if you wanted, but you don't have to. Or just put up a map with numbers on it and have a set of numbered links.

You should be able to open it up in The Gimp and scale it down and convert it to a lighter file format. If you're feeling really ambitious (or can find someone to do it for you) use the Google Map API and turn it into a full-fledged Google map.


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 Post subject:
PostPosted: Sat Sep 27, 2008 2:39 pm 
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I havent tried to run it in game at that size. I could do with making it into a more appropriate image, more a realistic map than a full jpeg type rendering of the placed objects and lands.

I would love to get someone to split up the map and make it more workable. I havent the time to learn. I wish I had.


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 Post subject:
PostPosted: Sun Sep 28, 2008 2:23 pm 
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Joined: Fri Sep 26, 2008 7:50 am
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This is a tutorial made by Lordrahl in the ORE forums figuring out how to include a proper map in a customized world:

Quote:
To make a map for your new world space here is what you do:
After you have finished your world space and generated lod's with the cs then download a program called tes4qlod, then generate lod textures (directions are easy to follow and tell you exactly how to use tes4qlod) and also generate a full textured map.

You must convert the map to dds. scale it to 2048 by 2048 and put it in Data/textures/menus/map/world (menu must be with a capitol M for map to show up) make a copy of your map and scale it to 1024 by 1024 and put it in Data/textures/menu50/map/world.

And make one more copy at 2048 by 2048 and put it in Data/texures/menu80/map/world. Now open up the cs and go to world tab then world spaces and select your world space. On the map data section browse to the location of map (data/textures/menu/map/world) and select your map.

Then to the right of map data is usable dimensions put in 2055 by 1830, and below that is cell coordinates. Put in your cell coordinates and make sure they are right. Just incase your not sure of your coordinates, Y is vertical ans X is horizontal. The cell dimensions ask for NW x and NW Y and then SE X and SE Y.

If your not sure what cell coordinates to put in then open up the heightmap editor and load your world zoom out and turn on the grid. and go to the nw corner and the south east corner and you get your coordinates. Make sure you put them the way it asks for them, if you put them in backwards the compass will be off in game.

Thats it! Im sure someone that knows how to write can do a better job at this than i did but its a start. One last thing, you can load your map up in gimp or some other dds fiendly piant program and make it pretty. Or do it before you make it dds.

I thought i would add this too, you can adjust your dimensions if the mapmarkers you place in your worldspace show up in a different spot in the game, simply move in and up from the S.E. corner of the heightmap and then put those cell (Y and X) numbers in the cell coordinate boxes! (Hope this doesn't confuse anyone)


Hope this will help :)


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 Post subject:
PostPosted: Mon Sep 29, 2008 11:40 am 
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I am going to run produce a new map of the world as it stands thus far. It takes quite a few hours to produce then I will drop it into jpeg format which reduces the memory size by two thirds. Then we can work out what to do with it.


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 Post subject: Re: Mod Stage and map
PostPosted: Wed Aug 19, 2009 3:07 pm 
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Milite

Joined: Fri Aug 14, 2009 6:32 pm
Posts: 98
Wow I wish I had seen that tutorial Zimnel posted before I had started the Worldmap... I had to guess a lot of it myself, haha.


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