#Lively Map
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Other than that I haven't had any bugs with a couple hour playthrough on the steam deck
nice!
Theres are, maybe, like, five to six significant locations per planet. If that. A lot of it is coordinated in cities so I sorta originally imagined the map as just this bug dumb entity that only-sorta reflects whatever planet you're in. I guess how granular I'd like to go depend on what I can do.
Each individual planet, on the world map, is massive.
I guess, uh, actually, maybe I could figure out mathematically how to convert pixel coordinates to cells.
I think each cell is 9x9 on the map, where the center? Of the image is 0, 0
Really I guess if I did a lively map patch though I'd sorta like to do them entirely differently
The images I DO have are just pretty mockups I made in this godot planet generator tool I found
For lively map, we could assemble a different image based on the actual map images the engine generated, or something, idk
I'm just trying to figure out what the best way to do it is cuz I don't feel like my original map concept actually gives the best with lively map
Or maybe it's fine idk
What would be the bare minimum needed so I can just get an idea of what it looks like for a specific planet
Let's say tatooine
The main cell there is Tatooine, sandriver
Depending on LO you might have tatooine, sandreach which I imagine is way in the southern end
On Hoth you basically just have the exterior and one cell
On Lok it's also largely the same, although there it's more like a single village on the planet you can access
For a lively map patch I just need the cell extents for top/bottom/left/right (inclusive) for a square pot image that forms a tile. And then you give that tile a number id. And then we use that number id to attach it to other tiles in compass directions (or we don't, but then you'll just see the one tile only and can't pan to the other tiles)
The paper map should work with Tamriel Rebuilt, right?
I plan on adding that to my next playthrough
Also yeah the map has been working smoothly since the patch

Yeah it's got Morrowind mainland in it
I've been so happy with it. Got sent to Gol Mok on a side quest and when the guy told me where it was, it showed up in the map

This emote is so good
Such a hacki workaround but it was great
I can't
awesome ! 
A shame it is one of a false god
I'm pro Vivec idc
that's what moddings all about

yeyeye shout out to my warrior poets
still going strong
not surprised that Magic Window Extender is the most popular mod of the year so far
but the map mod is doing fine
I bring forth bad news
one specific place in balmora freaks out the local map when i open th lively map
outside of the lucky lockup
I'll send a screenshot if i find where the damn screenshots go
Yeah I noticed this too.
I might have to spawn the map underground instead of in the sky
But what means i probably also need to spawn a mini sun
And it might get messed up by underwater shaders
That's interesting
Kinda wish i knew more about morrowind code
Is it hard to get into?
could maybe put another plane over the top with a fake map texture on it? π€
Ooo you know what
I think maybe this happens when the map mesh spawns near a cell border
Because when you move the camera past the border the engine might persist the map image then
So all I gotta do is spawn the mesh in the middle of the cell
That looks like the case from both screenshots
https://github.com/erinpentecost/LivelyMap/archive/refs/heads/main.zip change is available here
published in 1.2.2. also included pre-synced files
Did you also put a couple of zip bombs in there for good measure?
I'll go try the new version
same ol'

we dont talk about it
yes
Your minimap images are saved in your save file. This will only fix new cases
There's probably a way to remove it from the save file
Would that mean I'd need to reexplore everything on the local map?
I'm a bit too far now to restart
Well, it only showed up in balmora in that specific place
It might be per-cell. It would be hacky af

What a perfect emoji to describe the situation
Well, at least new characters for me and other people will not have it
It ain't that bad

what object is at the exact center of that blue circle? is there a well there, or something like that?
maybe a fountain, or a water dish
Couldn't tell ya, a lil busy atm but I'll take a closer look and maybe i can make something out
Although that's unlikely
i just seen a bunch of screenshots over the last few months with various weird map/shader issues involving a 16-sided circle that draws wrong
it makes me wonder if there's an asset from OAAB_Data or Tamriel_Data which uses weird flags or stencil masks or something
That's the actual map π
yep
upon closer inspection
it's just the map minimized
unfortunately it is not containted to balmora in my case
so i'll be using the map then loading a quicksave every time
a bit annoying
but tolerable
the blue circle is part of the map mesh?
its a skybox
but upside down, for background pretty textures
You're getting more cases??
I'll put some more thought on how to fix it
I don't know if I can move the camera into a different cell, but if I can then I can make a dummy interior cell for the map
https://www.nexusmods.com/morrowind/mods/48830?tab=description
could this work with LM?
mostly, with permission because it's already an edit
Need permissions from all contributors though
hrm
Basically impossible
We could do it if included modified meshes that point to these textures
Then it's a patch on patch
Ez mode
haha nice π§ easier than tryin and make a new ones π€ do you know where these grid maps a derived from originally ?
Probably the tr grid map
iv never found the full thing in any kind of usable resolution
Me either
pretty sure that's what I used as a basis for Stranger, alternatively #993588700854366278 message and all the messages in the gridmap channel on the TR server
Nifscope isn't launching so no patch tonight
Good luck with that
Unfortunately it's a bit outdated
in what way? the grid still fits, right? that's all I need to work with
It doesn't in the northeast, not really.
Hmm, actually...
The TR gridmap, the smaller one, is more up to date and reflects changes to the Telvannis and Sacred Lands which haven't been done yet.
But the big gridmap only gets updated once every few years, so I'm not sure if it fits or doesn't fit
This is me overlaying the cellexport over the TR gridmap https://discordapp.com/channels/132891272666021888/993588700854366278/1461281011852771339
Well well well
The cellexport actually does fit the big gridmap!
if you disregard unreleased lands (especially around Blacklight)
So yeah, if you use the big xcf gridmap and crop it to only show Morrowind, you get a very good representation of what the released lands look like. You just have to update some settlement names if you want to use those, too (notably Andothren)
if you want to overlay the cellexport, you have to shrink it to 62.5% of its size to match the gridmap
By the way, this looks like it was made one of the default Wonderdraft themes. I've tried importing the map into the program and got some decent results. It's all gone now but I could try to do it again
π Im a bit lost here. what is the cellexport and can I get my hands on it? yeah that sounds great if you want to, my plan is to try to make grid accurate paper style map so any resources you know how to access would be super handy π
Look, I did a bunch of quick exports to show how the map can look in Wonderdraft
just the landmass; settlement or region names would have to be added manually
The cellexport reflects how cells actually look in the current developer versions of PTR https://discordapp.com/channels/132891272666021888/993588700854366278/1461279755696603198
it's like an aerial map almost
dead accurate, obviously... because it's made by exporting the cells π
amazing!
So yeah, if you wanted to make a paper map with using one of those themes (or mixing and matching between them), I can give you the full map export and you can then add settlement names and anything else you want
If we wanted to take it a step further, we could color all the different regions to reflect how they look. Wonderdraft is a full-on fantasy mapamaking software made for this
Another step further: add custom Elder Scrolls themed settlement icons to represent them. Obviously, we would need an artist for this
that would be awesome, ideally I suppose to have several iterations for levels of detail. I want to keep to simple style at first.
yes making custom icons is part of the plan, I enjoy making maps for my dnd game so I think I can manage something decent to start with
YOINK
ikr
If someone wanted to make cool shit, cool shit could definitely get made
(me drawing a map of Morrowind from memory lol)
If you want the full Tamriel export, just say the word. The files are about 40MB π
word!
Nah itβs fine if itβs crunchy
I gotta make it 512x255 or whatever it is for books anyway
yeah but this is just a preview, I didn't even bother to cut it off properly hahaha
The best way to color the map in Wonderdraft would be by hand while referencing the cellexport
Oh yeah I do it by hand since itβs using my climate zones
one without colour or texture would be good too, so I have a blank slate as background
I could potentially see myself doing it, as I own the software (yes it's paid, no it's not expensive)
truthfully you could something like that in Gimp, of course
it's just that Wonderdraft is well suited to it
Yeah thatβs what I was doing, it was a struggle <_>
that's what Im doing. I like gimp
And why thereβs only 1 or 2 maps for my mod haha
I use canva for things like that but canva is questionable, Iβm just used to it bc we used it at work
here it is
as close as I can get
full resolution
7000x4289
awesome tysm!
you're welcome!
as far as these go, I think #3 or #4 would look the best in game
Yup
Iβll be putting my own colours over them so Iβll probably swap them out and see what looks best
Keep the sea texture simple. Because the program can't distinguish between rivers and seas, so when I import the image, it just gives everything the sea texture.
But yeah
Go wild, guys!
you've no idea, I've been struggling to find this exact thing fr so long and your like sure , boop! β¨
The resolution should fully match the xcf gridmap so you can overlay it, should you want to
I've been thinking about this lately, because I wanted some nice cartography in my videos
It always comes back to my fucking videos π
lmao naturally. I'll send anything cool I make your way π
yeah, but that Blacklight area will definitely change down the line, so just keep that in mind
yeah it should easy enough to change bits as goes along
Coming back to this, though. Having custom art to represent types of settlements (canton, Hlaalu architecture, Temple etc.) would take us almost as far as the beautfiul handdrawn map that came with the game
Haha, this would be hilarious. I bet that results would be funny.
You could make a showcase of map mods @lost tusk
yeah thats a big part of the wagner map, getting the right icons make the map.
i also want a fullscale map that looks like the shitty maps you get in game
or check this out
someone made a composite map in the arena style
If I could make them work... including the one this thread is ostensibly about π
still wont work for you?
tbh, I haven't tested it in a while
I just kind of gave up on it, unfortunately
Hopefully just for now
I'm recording the biggest video I've ever done so I need to rely on the game not going crazy π
what are you cooking?
Once I get landscape texture mapping then I could generate maps that emphasize roads
Instead of all vector painting
Something needlessly complex and probably not worth all the effort π
Basically a deep dive into the town of Hlan Oek, its quests, characters, and surrounding region. All told through the perspective of two protagonists with contrasting stories. It will probably be about 40-60 minutes in length. It all looks very cinematic and cool in my head, but I'm still only gathering footage. I've also outlined their stories and brainstormed some audio elements to tie it all together. I'm still not sure how I will present the video (title, thumbnail, intro) to make sure it grabs people's attention, and I'm going back and forth between first/third person narration.
Basically a deep dive with narrative roleplay elements, but focused more on the city than my characters. With the potential of expanding into my own cinematic universe, covering all the cities and regions of TR.
I'm willing to sit on the video for as long as it takes though, until I feel it's perfect. My issue is, I always want my videos out ASAP so I cut corners on voiceover, thumbnail, footage. Not this time.
In the meantime, I've also got other videos coming, of course. My Total Overhaul video will hopefully see the light of day next week. I'm also looking into the races of PTR.
Some color processing progress:
Looks nuts so far
And the boring (but more game-accurate version):
Ok I think this is the best method so far. Hue and Saturation from the texture, Value from the heightmap ramp:
Kinda hides the bad resolution on the textures
This is nice, really nice
ty π
https://github.com/erinpentecost/LivelyMap/releases/tag/1.3.0 you can get it here for now
If I can find the landmass preview I could make a better pre-sync patch
Kinda dark but I think it's ok
road detection debugging π€’
I think I need something more targeted than looking for road or path in the texture path
Looks like I didn't hit any unintentional roads, but instead road textures are used where roads aren't actually at
Even PC does it
I'm not sure this exploration of road detection is worth it. too much noise
the gridmap (and therefore my gimp map) has a separate roads layer I think? You could maybe export that. I'm looking at the PT and SHOTN maps but they're such tiny slices, can't really get up the motivation to spend X hours to give them the stranger map treatment
it does
Yeah that's a crapton of work
There's probably some awful machine vision alg that could be dug up to find roads based on the vector painting layer
Which also be a stupid amount of work
we need modding interns
Bumped up the lightness; this will probably look better in-game
You can actually make out red mountain
idk if i would use that term but im planning to try and do SiaSL version of the main gridmap, if you have some tips or resources that would help id be grateful, but yeah its gonna be a while..
thing is, it was mostly a "what-feels-good" exploration of the then-new gimp3 tools, adding and removing layers to see what worked, experimenting with tons of filters, it was definitely not a measured and rational workflow. This guy not only had a lot of brushes that I used or toyed with, also some howtos for techniques I used to get the coastline hatching and other stuff https://kmalexander.com/2019/07/31/tutorial-creating-18th-century-coastlines-for-fantasy-maps/
This is the best I can get it for now. Took a while to refactor so I could blur the texture layer
I think this is Necrom (never been)
it's so pretty
Reminds me of old WoW maps β€οΈ
looks great!
No luck yet getting the map mesh to spawn super far away while outside
it's like :teleport doesn't work if it's not an active cell
once the cell enters the active grid, then the mesh is spawned
can you artificially activate a cell with code?
I'll have to ask the upper management
Impossible. I would need to teleport the player
On the plus side, it won't ever be a problem in interiors
Maybe removeobject and createobject instead of teleport? Just a wide guess here
Ive not entirely understood the goal but maybe this suggestion will help
Looks great, the blue should be white but still very recognisable
I just say this bc itβs a very distinct city haha
@fresh fiber It just now dawned on me that you might have access even to the up-to-date version of the Morrowind gridmap, since you're a TR dev
This is supposed to be it but it's login only π
Oh shit dubious is a TR dev? π
According to his discord role on the TR server π
yep. im a concept art dev, at least one of my creatures was accepted to go in game
Sometimes I feel like the only one here who isn't a TR dev
now that i look, i dont think my creature ever got a claim.. i nevr really understood how the process works π€·
I confess I really don't understand this. The development is very open, you can download the latest dev builds... but the Morrowind map file is where we draw the line π Idk. Maybe if I asked nicely, Taniquetil would share the map with me. Or not. At this point, I don't feel like I need it that badly.
haha yeah it can be a little obtuse. i think the problem with the map is they dont want random people to misrepresent the project and muddy the information pool with outdated info. it makes sense but also we could probably do with a better public interface
Yeah, that's fair, but at the same time, the large old gridmap is right there on Nexus, so misrepresenting the project is easy.
I think pretty much every other map pack I've seen except mine has the island of gorne floating in the inner sea (which is where it will end up I think but it's not there currently), or if it wasn't that it was some naming changes near helnim/marog
because they're all cloned from the main gridmap file. The map will go out of date as the TR project progresses, that's just how it is. Andothren>Bal Foyen, it's fine, someone will post an updated map sooner or later because people quite like maps. But that's the main thing with the TR maps, they're always somewhere between how things currently are and where they will be.
This is one of the reasons I put so much work into automatically generating maps. It will be a lot more work to get them to look hand-made though 
Also all the missing tiles are annoying
yeah a bit but live generation is definitely the way to go in a world where people can install mods changing landscape and features. Joy of Painting does some fun things with shaders for its transitions from screenshots to paintings.
i think that was some special sauce cooked between merlord and the mwse devs though
yeah basically
Would you mind giving me a super simple rundown of how the map generation works? I'm looking at the pre-generated one (it matches my test build), I'm guessing if I just apply actual geometry to whatever nifs are generating based off their existing NH texture mapping from your tool that it will always work but what's the min/max number of nifs
Oh wait I see they all have borders so they're not tiled together directly that makes sense.
They are all tiled, and most of them have overlap. Up to 8 textures are created, and these all have identical resolutions. They are all cell-aligned, square, and powers of two. The relationship between the texture and world space is saved in maps.json
There are two sets of _nh textures available
The extreme normals one exists because The Red Tower reduces a available heights everything not-red-mountain
The map nifs are constant size, and are scaled up in-game to get consistent pixel density
Because the textures can be different sizes
That makes sense
How easy would it be to remove the sloped borders, I understand that's there to disguise the POM but making the generated nifs from them means its no longer necessary
It really wouldn't be hard, I could generate an additional set
okay sweet let me finish this testing with the current stuff to see if it all works well then I'll let you know
don't have go installed so I'm more interested in testing the blender stuff first before I get to that
funny, I was thinking about how I'd represent the star map and then https://www.nexusmods.com/morrowind/mods/58107 came along doing it better than I would have done
temporarily stealing the TD water to try make the water animated. Haven't tested in game but the nif loads and looks right in nifskope. Right now the texture gets a little funky in some places because I subdivide, displace, and decimate which slightly changes the water level and stuff, although it probably wouldn't be noticeable if the water color in the regular texture was remapped to be brown and even now it's not crazy bad looking.
Am I stupid I can never move upwards on the map only left right and down work, once I've moved down it never goes back up again until I reopen the map
100% was the mesh messing up the boundary raycasts
So dark π
Pretty sweet though
Yeah I'm not sure why it's just the same texture with a displcaement on it and I set the nif colors to white.
The original nifs have some emissiveness set
I think I set it to .7
ahh okay that makes sense.
Emissiveness helped a lot, now that it's a mesh it also just receives SSAO from the shaders automatically
Cleaning up the mesh generator then I can send, it does require blender (ideally in your path but obviously you can just target it manually) and the morrowind blender nif addon and the decimation step to lower the poly counts takes forever
It does break the raycasting for preventing people zooming out of the map area but otoh it will work without any shader edits if people wanna avoid POM performance costs.
This worked perfectly! testing the generation with a brand new folder right after generation to make sure it all adds up then I'll just upload it here.
This looks incredible π€©
Let me know if it works, in theory it should be fine but who knows. It willl like break the map a bit but the nif part should be reliable. Since there's no longer issues with the seams at the edges you might just be able to like stream them in before you get to the edge seamlessly (or just tank the performance hit and load them all up in a giant grid at once.
give it the soft particles effect!
on the NiNode parent of the water shape, add a NiStringExtraData and put this JSON text as its value. then test it in-game and edit the size/falloff/depth parameters until it looks good
omw:data {
"shader" : {
"soft_effect" : {
"size": 250,
"falloff" : false,
"falloffDepth": 5,
}
}
}
What does this do?
if a shape has alpha blending, adding this and enabling the soft particles shader option will make it "fade out" when it gets close to intersecting an opaque surface
(if soft particles is disabled then nothing happens)
Oh interesting, I ended up changing it so the plane uses the same texture as the rest of the map and I can't see the intersections. Since the animation didn't work I stopped really worrying about the different water texture
π my chance to deploy this obscure engine feature will arrive somedayβ¦
I could probably do transparency in the texture. The albedo or whatever is uncompressed
i'm not sure it even needs to be transparent. i think a NiAlphaProperty with the blending flag is all that's required
like, you could leave the alpha channel in the texture alone, and just change the mesh properties
Oh this has to be on the water plane π€
yeah
You could probably do it with some clouds textures or something too
If I wasn't too lazy to model something and texture it I would make some 3d city icons so like vivec isn't just a water pit
It'd be cool to automatically decimate and lower the texture resolutions of huge NiFs and re-scale them
At some point we're just reimplementing distant land though
Yeah, I think like 3d "icons" for specific cities would be doable and fit in well just like simple board game esque pieces for the major cities
baked lightning vs flat
any preferences?
so subtle, probably doesn't matter
Ok this is just lighting + vector colors
orange on left, blue on right
I think I'll keep it
Yeah that looks nice
trying to install the mod and have been having issues with it
ive been able to generate the textures from the sync.bat file and everything visually looks fine with the map in game as far as the textures are concerned. when i drag the map around however, it acts very erratic and glitchy, going all over the place and flickering at times and is very unpleasant to try to use. something's not right, and i can't figure out what
- steps already taken: deleted and reinstalled the mod, the sync.bat file ran correctly, , only one 01 folder is added, LivelyMap.omwaddon is enabled and LivelyMap.omwscripts is disabled as according to the readme, the same glitchy behavior occurs with arrows keys as well as mouse dragging, i have Rafael's shaders installed (but not using the parallax mode)
using openmw .51 RC2 with TR, Cyrodiil, SHOTN, and other mods
Oh wow that's super messed up
Do you have move360 enabled or other camera controlling mods?
You could try the pre-built patch just to check if your auto gen worked correctly
After checking your camera mods, it would help if you enabled debug logging in livelymap and captured some logs for me
i have dynamic camera, dynamic reticle, and dynamic actors, hud mods and menu replacer mods like magic window extender and stats window extender
disabling dynamic camera seemed to improve the map a little bit, now the map is starts facing north and at a downward facing angle, and not opening in whichever direction i was facing like in the video
panning movement is still erratic sometimes and gets stuck on stuff, like it will stop moving upward around the east coast of vvardenfell
by move360, is that the smooth movement and turn to movement direction options in the openmw launcher?
Move360 is in settings->scripts->OpenMWCamera
been causing a few of us grief
it was enabled, turning it off seemingly hasnt changed anything for me
Stuck while panning probably has to do with the tile swapping logic
If you are near the edge of a map tile
heres logs from scrolling around the map, getting the erratic behavior and stuck while panning
dynamic camera and move360 disabled for this
New map doesn't fully occupy viewport, sliding into safe zone.
I think you're just too zoomed out
Or maybe your resolution is something I didn't expect
If the map is not perfectly aligned with the camera (top and bottom edges are parallel with your screen) it will get crazy confused
You somehow got the camera to not be aligned
So it's freaking out
i'm using 2560x1440p, windowed with 1.50 GUI Scaling Factor
Is the camera still not aligned with the map?
Or did disabling dynamic camera fix that
after disabling it the map looks like this when i open it
That's a lot better. And you shouldn't be able to change roll
Dynamic camera should disable itself when you go into static camera mode smh
uploading a video of what it currently looks like
ill give it a try with the presynced files once they download
Ok, couple things-
I don't think pregen will necessarily help you out anymore
Does it work when you use the keys to pan around instead of mouse drag?
I think it's messed up because the rake angle is too steep for your wide resolution
arrow keys have the same issue happening with being unable to scroll certain directions and moving erratically
Ok, give me a minute and I'll see if I can drum up a patch
I haven't looked at this code in months and it's terribly complicated
really not sure what could be causing the tilted angle if the mod is supposed to be strictly top-down, i'll try disabling a bunch of mods to see if its anything that might be conflicting somehow
@smoky estuary -
in 00 Core/scripts/LivelyMap/controls.lua
change local defaultPitch = 1 to local defaultPitch = 1.5
if that's more top-down, yay. if it's more raked, try 0.5
it's "too tilted" because I developed it on a machine with a more square resolution π
2560x1440p is the same aspect ratio as a 1080p monitor at 16:9, just a higher resolution
yeah my setup is atypical and in this case it messed stuff up
the alternative here is change the gen code to make larger tiles
changing to 1.5 does alter the angle a bit, but not enough to be top down. also after changing it, the map jumps upwards when i click and drag. no jumping with arrow keys though
to make bigger tiles (not guaranteed to help you, but putting here for posterity sake)
in internal/hdmap/partition.go
change if square.Width()*square.Height() <= 46*46 { to if true {
and then delete cmd/lively/lively.exe
heres what the map looks like right when i open it
1 on the left, 1.5 on the right
the mouse drag popping around is still stumping me, but I'm glad arrow panning works at least
oh something isn't right at all!
the bottom row of debug X's are not appearing now with your 1.5 change
they appear to be under the terrain
i havent touched the calibration settings yet
or wait, that would be for the parallax map
yeah that only matters with POM shaders
the angle is so weird, like 1.5 is more raked
hey @fresh fiber did you ever run into these issues?
also for what its worth, scrolling to zoom in/out also seems very inconsistent
sometimes i can zoom closer, but then cant zoom back out
or sometimes i can zoom out but not in
it seems to change depending on which part of the map im looking at
it's -supposed- to not let you zoom if it would expose a different tile of the map
did you find this mod after Savle's video btw? just curious
i'd known about it since around when it was released on nexus, but only just now decided to install it
well I apologize for it being such a cluster for you
I haven't really tested it on 0.51, but wouldn't expect anything to break
no worries lmao
i made the photo mode mod which was also a pain to figure out (and i even disabled it for this to verify its not messing with things)
I gotta go get some rest, maybe try 0.5 as a last resort
probably wont downgrade just for this since i'm using some of the new spell mods for .51
the map looks really nice though and its unfortunate i wasnt able to get it working, i can tell you put a lot of work into it
lol i saw that when I was fixing land tears in tes3cs, thought it was pretty funny
No, it's been fairly consistent, I have most of those mods too. The dynamic reticle mod maybe?
Also there should be a background, no? The cloud scape behind is missing π€
Btw If you're looking at the code, I get the map pop up when I'm typing in other ingame windows π
