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ponyrider0
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Well, I have good news: I've

Prior Updates: https://tesrenewal.com/comment/85623#comment-85623

Update 6:
Well, I have good news: I've reached the symbolic milestone of finally generating a TES4 header that does not crash TES4Edit or Wrye Bash.  It feels good to see that my months of effort trying to figure out OpenMW and ESM3 and ESM4 file formats is starting to show results.  I'm probably still months away from producing a usable ESM, but every failure or crash is one step closer to a working solution.

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Nice! I'm working on a

Nice! I'm working on a replacer esp to replace TR's armor with slightly retextured and/or recolored Vvardenfellimports stuff.

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I'll be posting a .zip

I'll be posting a .zip containing replacement _n.dds files to overwrite the generator's blanks with later today, as well as a tweaked texturereplace.ini to substitute some of the TR textures with suitable Oblivion ones. I just need to make sure it works!

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Surprise: I was able to do

Prior Updates: https://tesrenewal.com/comment/85658#comment-85658

UPDATE 7:
Surprise: I was able to do some hardcoding and major hackery of my WIP exporter to convert the missing leveled lists and corresponding references to a working TES4 compatible ESM.  Here is a new addon for TR_Mainland.esp and TR_Preview.esp that adds 3500+ leveled creature references.

The 7zip file also contains the original TR_Mainland_Creatures.esp, but I recommend you replace it with the mesh/texture replacer from Puddles.  You need to load all 3 files + TR_Mainland + TR_Preview.  The latest source-code for the exporter is posted to Github under the "hardcoded-hack-LVLC" branch: https://github.com/ponyrider0/openmw/tree/hardcoded-hack-LVLC

Also NOTE: you will need to use a bashed patch and set the C.Lighting and other C.* tags for TR_Mainland.esp and TR_Preview.esp.  This is because the creature references can't exist in a vacuum -- I had to create them in dummy CELLS, but I have not implemented the export functions for the Lighting subrecords for CELLs yet.  So there is literally no light when entering interior CELLs in Tamriel Rebuilt unless you BashPatch to preserve these subrecords so they aren't over-written by the Creatures addons.

Puddles Mesh/Texture Replacer for TR Creatures: https://tesrenewal.com/comment/85632#comment-85632

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File tr_creatures_addon.7z189.19 KB
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Yaaay! Now I just need to

Yaaay! Now I just need to finish sorting my Bashed installer setup so I can play again. x.x

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Okay so I've only done a bit

Okay so I've only done a bit of exploring, but the the two add-on .esps do appear to be populating the worldspace correctly. I'm noticing a lot of meshes that have really wonky specular lighting that need to be fixed manually, though. Oblivion and Morrowind handle lighting so differently. X_X

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So. It turns out that trying

So. It turns out that trying to generate Morrowind's .lod files from scratch with the TR plugins enabled is a terrible idea and makes all of the world space pink lod.

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Sounds like a missing or

Sounds like a missing or unreadable landscape texture -- did you try to mod your landscape textures in Morrowind?  Morrowind engine supports textures in many formats other than DDS, like TGA.  The ESPConverter/NIFConverter silently ignores non-DDS texture filename extensions and assumes Oblivion will be able to read them all, causing Oblivion to display pink instead of the real texture.  The solution is to manually convert TGA or whatever format to DDS, copy it into the appropriate Oblivion subdirectory and edit the offending NIF files to look for the newly created DDS file.

FYI, I have successfully generated LOD related files for Tamriel Rebuilt with TES4LODGen, TES4LL/TES4QLOD/MPGUI -- so I don't think it's an inherent incompatibility with the process.

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I think the issue is more my

I think the issue is more my gigantic load order plus TR. When it makes the .dds lod files for TR by the end of the process, it hanged and only produced just flat black dds files. The _n files are properly making the maps...

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Hm. Okay, I think it has

Hm. Okay, I think it has something to do with me using the replace_textures.ini to replace a few of TR's land textures with Oblivion replacers? Hm...

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Okay, so I got it working.

Okay, so I got it working. For whatever reason my LODgenerators are just...skipping WrldMorrowind and not building the LOD .nif and .dds files. No idea. I just re-ran the espconverter for both mainland and preview and dumped the files into my main folder.

Looking great so far, ponyrider0!

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ponyrider0 is away for a

ponyrider0 is away for a couple weeks, fyi, so don't expect any news on his end. I've been working on-and-off to search for statics replaceable with pre-existing Oblivion ones and finding the right vertex offsets to make them convert right for the static.ini in the OblivionReplace folder. Few trees, at the moment. There's a number of buckets and crates that can be converted, too. Just takes a while to experiment with the offsets so it's automated.

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Hello, I'm still away from

Hello, I'm still away from home and have very slow internet.  But have my 5-year old Macbook Air with me to keep me company.  Here's what I've been working on in my freetime:

https://github.com/ponyrider0/openmw/commits/Export-ESM-ESP.

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Glad to see stuff is still

Glad to see stuff is still happening! :D Haven't had made much progress on the modding side of things because of my Nvidia card's drivers suddenly going wonky and making me waste a week trying to fix a weird black LOD issue...

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Update 8 or 9:

Update 8 or 9:
For those who are skilled enough to build OpenMW, you may want to check you my latest commits on github.  Things are progressing steadily.  Currently, there are two programming problems that I've been working which are causing me headaches:  

(1) Mapping of landscape texture paintings (not the actual texture, but how the texture is painted on the landscape) from Morrowind to Oblivion has been giving me a headache.  From what I can understand by reading through the OpenMW source code and playing with TES3 CS, Enchanted Editor, etc. the TES3 ESM format (ESM3) specifies that landscapes can be "painted" with landscape textures using a 16x16 grid per cell.  Perhaps I'm just too dense to understand, but it seems that the ESM3 format does not directly support layering or opacity of landscape textures on a landscape.  OpenMW seems to generate a Blendmap which takes the 16x16 grid specified in the ESM3 and blends each grid space together with the grids from surrounding cells.  I'm guessing the Morrowind engine does the same thing -- otherwise the landscape would be painted with large square patches of texture with abrupt transitions from one texture to the next.  Unfortunately, I can't find any information which explains exactly what's going on in either OpenMW or Morrowind.  ESM4 complicates the already mysterious landscape blending issue with a complete overhaul of landscape painting:  cells are now split into 4 quadrants, each quadrant can have one base texture and up to 8 or 9 additional texture layers which are painted onto the cell in a 17x17 grid per quadrant with opacity being specified in the ESM4 as a 32bit floating point number.... So, it would seem like a fairly straightforward mapping of the original 16x16 single-layer map per ESM3 cell into an ESM4 cell (which happens to be 1/4 the size of the ESM3 cell) -- 16x16 ESM3 cell is split into 4 pieces (1 ESM3 cell == 4 ESM4 cells), so that each ESM4 cell gets an 8x8 piece of the original 16x16 painting.  Each ESM4 Cell is further split into quadrants, so that each ESM4 quadrant maps to a 4x4 portion of the original 16x16 painting.  So then, the problem (as far as I can tell) breaks down to mapping a 4x4 single-layer grid of textures onto a canvas represented by a 17x17 grid which accepts one base texture and up to 8 (or 9?) texture layers.  I think the best solution is to employ a bilinear interpolation algorithm to each texture point on the 17x17 grid... but I also need to juggle assignment of base textures and layered textures.  For now, I have a nearest-point / fake bilinear solution which is a very rough reverse-engineered approximation of what the ESPConverter outputs.  There are noticeable seams, abrupt transitions and other artifacts... hopefully I can get all these issues ironed out by doing two things: properly generating a pre-conversion painting which incorporates at least 1 grid space from surrounding cells/subcells to blend away abrupt transitions, and properly generating the appropriate post-conversion texture layers so that they composite into a final image which is equivalent to a bilinear interpolation operation.  If anyone sees a simpler / better solution, please let me know.

(2) Linked Doors - after the above headache, this seems like it would be trivial, and hopefully it is.  ESM3 Door refs which teleport you to another location when activated, are defined by a destination Cell and destination position/orientation.  In contrast, ESM4 Door refs teleport you to a new location by defining a "sibling" door located in the destination cell of your choice.  ESM4 then requires the destination position/orientation point at the destination door.  So, in order to map ESM3 to ESM4, it would seem that I just need to find any door ref that is in the desired destination cell, and then copy over the position/orientation information.  However, I'm currently generating formIDs for references as I export the reference record itself... so I would need a second pass to fill in the Sibling Door formID after I've generated all formIDs from the first pass... a better method would be to generate all formIDs and store them natively -- independent of any export process... that's still on my todo list as another step towards an OpenTES4 engine.

 

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also, I'm considering calling

also, I'm considering calling my fork of OpenMW, "The Extra Special edition" engine.  This could be shortened to "TESe" for convenience, although that could lead to some confusion.  Thoughts?

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Hm...could you make an online

Hm...could you make an online registrar of door references in relation to the mod they come from and their IDs that pairs them, and people could opt to click an "update list" shortcut or button that would update their offline copy to the most recent version?

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Puddles wrote:

Puddles wrote:

Hm...could you make an online registrar of door references in relation to the mod they come from and their IDs that pairs them, and people could opt to click an "update list" shortcut or button that would update their offline copy to the most recent version?

I'm not exactly sure what you mean, but when I was talking about matching Doors to their Sibling Doors in destination Cells, I meant that I am writing the source code which does all these tasks at the moment a user clicks "export".  None of this will be done by hand nor will it require any more than ~2 minutes of CPU processing time to do the match doors for the entire world.

In terms of setting up an auto-update feature which automatically synchronizes selected records with the latest online version... that hurts my head just thinking of the logistics... it's possible, but is probably something on the scale of what OpenMW multiplayer does with synchronization.

Also, modifying records and formIDs in this way would break all your saved games... unless they were updated too... more headaches coming on...

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Ah, I was thinking the

Ah, I was thinking the pairing process would be something that would take a long time, hence suggesting the auto-updating online record. All of what you're talking about is going straaaight over my head, I'm just throwing out random suggestions.

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Puddles wrote:

Puddles wrote:

Ah, I was thinking the pairing process would be something that would take a long time, hence suggesting the auto-updating online record. All of what you're talking about is going straaaight over my head, I'm just throwing out random suggestions.

No prob -- I usually think and program things based off of my own mental pseudo-code language.  So the process of just translating it into written or spoken English and then explaining the problem to someone else is often very helpful in developing a solution.  Another benefit is that translating mental pseudo-code to English and then to C or C++, helps me write source code which is more readable and less obfuscated.

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I'm noticing a number of

I'm noticing a number of glitches in the .nif converter re: gauntlets and gloves. Vanilla Morrowind's gloves are marked in one of the converter inis to have a mirrored version added to the nif so they don't appear like the actor wearing them is one-handed. TR's aren't marked, so they appear broken. In all reality, though, the gloves should just be replaced by retextured Vvardenfell Imports substitutes. Trying to manually re weight the painting on the gloves so the finger animations aren't screwed up would be a pain and still look pretty screwy by Oblivion standards.

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