POV-Ray : Newsgroups : povray.binaries.images : Skyrim (and beyond) Server Time
3 Sep 2025 17:22:06 EDT (-0400)
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From: Bill Pragnell
Subject: Re: Skyrim (and beyond)
Date: 25 Oct 2012 03:30:00
Message: <web.5088e98af9ac85a35b7d07940@news.povray.org>
Tim Cook <z99### [at] gmailcom> wrote:
> And here's a sized-down version of the current version of the map.
> Turns out an 8192x8192 image isn't something my computer is particularly
> happy about being asked to work with, with multiple layers (even vector)
> in an image editor.

Looks good. Red lines are paved roads, yes?

Is it worth trying to convert this to a vector format, svg or something? This
type of graphic cries out to be in a non-bitmap form.

Bill


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From: Tim Cook
Subject: Re: Skyrim (and beyond)
Date: 25 Oct 2012 05:51:32
Message: <50890ba4$1@news.povray.org>
On 2012-10-25 02:26, Bill Pragnell wrote:
> Looks good. Red lines are paved roads, yes?

Thicker ones, yes.  Started adding a few secondary unpaved roads; 7000 
Steps up to High Hrothgar in particular was missing in the map mod I 
had, so I had to compile and use the UESP wiki's map (which is much 
better reference).

> Is it worth trying to convert this to a vector format, svg or something? This
> type of graphic cries out to be in a non-bitmap form.

Ah yeah, svg might be a better format to use than psp.  I don't want to 
hand-trace and optimize all the contour lines, though.  :(  The 
coastline and waterways stage is going to be enough of a nuisance.  Any 
program that can do that for me?

It would massively reduce the file size.

Also note:  the image should be able to be chopped up and converted into 
.dds files and used as the in-game map, at this point.  There's a bit of 
distortion due to my initial rendering of the height map from Moray, 
which doesn't have the orthographic camera type, but it should be minor.

--
Tim Cook
http://empyrean.sjcook.com


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