POV-Ray : Newsgroups : povray.binaries.images : Skyrim (and beyond) Server Time
26 Apr 2024 04:36:05 EDT (-0400)
  Skyrim (and beyond) (Message 27 to 36 of 36)  
<<< Previous 10 Messages Goto Initial 10 Messages
From: Paolo Gibellini
Subject: Re: Skyrim (and beyond)
Date: 18 Oct 2012 04:26:00
Message: <507fbd18$1@news.povray.org>
> It should. The attached render uses a converted and eroded digital elevation
> model of Morongo Valley, CA (elevation lines were arbitrarily chosen).
This is an interesting render.
Paolo


Post a reply to this message

From: Tim Cook
Subject: Re: Skyrim (and beyond)
Date: 18 Oct 2012 13:28:34
Message: <50803c42@news.povray.org>
So, with the gracious assistance of Mr. Benge, I have been able to 
progress by leaps and bounds, adding the initial pass of roads 
(transcribed from the mod that adds those to the world map).  I have 
made some minor adjustments to make the roads better fit the terrain, 
but not many; somewhat surprisingly (to me, at least), the roads in 
Skyrim follow the contours of the land in a way that makes sense.  Usually.

I had rendered the contour lines a bit light, I need to either rerender 
or adjust in another layer.  The landmark icons are the in-game ones, 
and I need to verify/correct their locations, and replace them with 
appropriate 'real' map symbols (or things that look as such).  Think I 
need to check on some of the roads, too, but...it's a great deal further 
along than I had hoped to be.

When this is complete, the next logical stage will be to render the rest 
of the terrain data and make a mod for Skyrim to display the topography 
in its world map.

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


Post a reply to this message


Attachments:
Download '2456219 skyrim topo.jpg' (946 KB)

Preview of image '2456219 skyrim topo.jpg'
2456219 skyrim topo.jpg


 

From: Thomas de Groot
Subject: Re: Skyrim (and beyond)
Date: 19 Oct 2012 03:23:32
Message: <5080fff4$1@news.povray.org>
Awesome.

Thomas


Post a reply to this message

From: Paolo Gibellini
Subject: Re: Skyrim (and beyond)
Date: 19 Oct 2012 03:53:18
Message: <508106ee$1@news.povray.org>
>Tim Cook  on date 18/10/2012 19.28 wrote:
> So, with the gracious assistance of Mr. Benge, I have been able to
> progress by leaps and bounds, adding the initial pass of roads
> (transcribed from the mod that adds those to the world map).  I have
> made some minor adjustments to make the roads better fit the terrain,
> but not many; somewhat surprisingly (to me, at least), the roads in
> Skyrim follow the contours of the land in a way that makes sense.  Usually.
>
> I had rendered the contour lines a bit light, I need to either rerender
> or adjust in another layer.  The landmark icons are the in-game ones,
> and I need to verify/correct their locations, and replace them with
> appropriate 'real' map symbols (or things that look as such).  Think I
> need to check on some of the roads, too, but...it's a great deal further
> along than I had hoped to be.
>
> When this is complete, the next logical stage will be to render the rest
> of the terrain data and make a mod for Skyrim to display the topography
> in its world map.
>
> --
> Tim Cook
> http://empyrean.sjcook.com
This is an intriguing map!
Paolo


Post a reply to this message

From: Samuel Benge
Subject: Re: Skyrim (and beyond)
Date: 19 Oct 2012 16:30:00
Message: <web.5081b745f9ac85a36e2438b40@news.povray.org>
Paolo Gibellini <p.g### [at] gmailcom> wrote:
> > It should. The attached render uses a converted and eroded digital elevation
> > model of Morongo Valley, CA (elevation lines were arbitrarily chosen).
> This is an interesting render.
> Paolo

That about describes it, because it's certainly not accurate. Besides
arbitrarily placing the contours, I'd managed to accidently get the map both
flipped horizontally and rotated 180 degrees. You'd think after all these years,
I'd know better! :P


Post a reply to this message

From: Samuel Benge
Subject: Re: Skyrim (and beyond)
Date: 19 Oct 2012 16:35:00
Message: <web.5081b961f9ac85a36e2438b40@news.povray.org>
Tim Cook <z99### [at] gmailcom> wrote:
> So, with the gracious assistance of Mr. Benge, I have been able to
> progress by leaps and bounds, adding the initial pass of roads
> (transcribed from the mod that adds those to the world map).  I have
> made some minor adjustments to make the roads better fit the terrain,
> but not many; somewhat surprisingly (to me, at least), the roads in
> Skyrim follow the contours of the land in a way that makes sense.  Usually.
>
> I had rendered the contour lines a bit light, I need to either rerender
> or adjust in another layer.  The landmark icons are the in-game ones,
> and I need to verify/correct their locations, and replace them with
> appropriate 'real' map symbols (or things that look as such).  Think I
> need to check on some of the roads, too, but...it's a great deal further
> along than I had hoped to be.
>
> When this is complete, the next logical stage will be to render the rest
> of the terrain data and make a mod for Skyrim to display the topography
> in its world map.

It's looking good, Tim. Seems like it would be a fun place to explore. Are the
elevation lines in sync with Skyrim's sense of altitude?


Post a reply to this message

From: Tim Cook
Subject: Re: Skyrim (and beyond)
Date: 19 Oct 2012 22:47:15
Message: <508210b3$1@news.povray.org>
On 2012-10-19 15:34, Samuel Benge wrote:
> It's looking good, Tim. Seems like it would be a fun place to explore. Are the
> elevation lines in sync with Skyrim's sense of altitude?

The in-game scale is 128 units = 6 feet, and the Throat of the World 
being at 21600 units above sea level.  That comes to 1012.5 feet...a bit 
short (Mt. Everest (er, Qomolongma) is 4.7 miles).

HOWEVER, if you look at the scale of things /along the ground/, the 
horizontal distance between Dawnstar and Winterhold is about 61350 
units.  That'd be 2867 feet (bit over half a mile).  Per canon (near as 
I can tell, if this other map is accurate), it should be about 75 miles. 
  So horizontally it's off by let's say a factor of 40 (I'd previously 
calculated it to 10, so need to fix my scale), and if you scale up the 
verticals by the same amount, that puts the Throat of the World at 7.67 
miles.  So...let's say vertical exaggeration of 25x, puts the highest 
peak on Nirn at 4.79 miles, and the lowest depth (on the map I have) at 
25290 units below sea level, or 5.61 miles adjusting for the 25x factor 
(Challenger Deep on Earth is 6.85 miles).

So I need to rerender after figuring...  Total altitude range is 46890 
units, which ends up being 54949 feet...let's say 55,000 feet.  Calling 
the macro with 11 would give 5000-foot indexes.  (Had used 13 and change 
on my current version).

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


Post a reply to this message

From: Tim Cook
Subject: Re: Skyrim (and beyond)
Date: 24 Oct 2012 21:20:28
Message: <508893dc@news.povray.org>
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.

I yet need to go in and do the shoreline and water features, swap out 
the placeholder dots with map symbols, add the secondary and tertiary 
roads, the borders, expand into Cyrodiil, High Rock, Hammerfell, and 
Morrowind, add the canon cities from Skyrim that were left out of Skyrim 
the game, maybe mark the forested areas...oh yeah and add labels to 
everything.

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


Post a reply to this message


Attachments:
Download 'tamriel topo 2048.png' (762 KB)

Preview of image 'tamriel topo 2048.png'
tamriel topo 2048.png


 

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


Post a reply to this message

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


Post a reply to this message

<<< Previous 10 Messages Goto Initial 10 Messages

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.