Today I when for a walk and took photos of grasses. The idea is to re-texture the Skyrim grass with some new variants. I'm going do some different color variants of each type.
The first one is done and there is more to come :)
/E
Sunday, June 10, 2012
Monday, June 4, 2012
New groun textures of Moss
So far I made 19 moss and lichen textures, with some different colors. Two of the textures even has lingon berry bushes in them :)
/E
/E
Sunday, June 3, 2012
New ground textures with grass
Grasses are coming along nicely. There is 18 different ones so far, both green and brown. There will possible be some more with other plants as well, we'll see what more I can find to photograph that would look good.
/E
/E
Saturday, June 2, 2012
New ground textures with Leaves
I now feel more or less done with ground textures with leaves and there is 20 different variations. All photos are taken during spring, so no autumn colored leaves jet, that will have to wait until autumn is here. There are textures with leaves of oak, willow, aspen, maple, beech and birch.
I thought that I would have been done by now with this texture package, but I have to many projects running at the same time. I realize now that this texture pack will be huge, and will take some more time to finish. Still to do is grass, dirt, stone, moss and gravel. Next I'll work on ground textures with grass and other plants.
Just a sneak preview of a green and nice grass :)
/E
Just a sneak preview of a green and nice grass :)
/E
Thursday, May 24, 2012
Making a 16bit height map without Photoshop
I have been asked many times how to make a height map for Skyrim without using Photoshop. Unfortionally Gimp 2.8 do not support 16 bit images that are needed to make a height map and I have been trying to find some other program to do this with, and also make raw files that TesAnnwyn can read.
A solution it seams is a good but ugly program I used to work with called ImageJ. It is a Java program developed for scientific image analysis, and I used to measure root growth of mutant Arabidopsis with it. But it can also do what I need for Skyrim world creation, and it is free :)
First make the height map in Gimp, save as 8 bit Tiff (see previous post for some guidelines)
Download ImageJ.
Open in ImageJ, change to 16 bit under Image -> Type, save as RAW.
Import the RAW image of the height map in GeoControl, under Generatio -> Terrain Import -> "Raw (16bit) from Carrara".
After you run the filters and have a terrain you like, export as a 16 bit RAW file.
To make the esp run TESAnnwyn, and because the image is to bright you have to use the scaling function. Exactly what scaling factor to use depends on how bright/high your world is, try what works for your world.
TESAnnwyn command line:
TESAnnwyn.exe -i Skyrim -p 1 -b 16 -d 4096x4096 -s 0.2 -x -64 -y -64 -h -22192 -w NameOfWorldspace YourImage.raw
-i sets the game, -p RAW format, -b 16 bit image, -d size in pixels, -s scales the height range of the image, -x and -y cell offset in x and y directions. (See original post on -h values and the effect on sea levels.)
If anyone have found a better program or solution let me know.
/E
A solution it seams is a good but ugly program I used to work with called ImageJ. It is a Java program developed for scientific image analysis, and I used to measure root growth of mutant Arabidopsis with it. But it can also do what I need for Skyrim world creation, and it is free :)
Work flow
First make the height map in Gimp, save as 8 bit Tiff (see previous post for some guidelines)
Download ImageJ.
Open in ImageJ, change to 16 bit under Image -> Type, save as RAW.
After you run the filters and have a terrain you like, export as a 16 bit RAW file.
To make the esp run TESAnnwyn, and because the image is to bright you have to use the scaling function. Exactly what scaling factor to use depends on how bright/high your world is, try what works for your world.
TESAnnwyn command line:
TESAnnwyn.exe -i Skyrim -p 1 -b 16 -d 4096x4096 -s 0.2 -x -64 -y -64 -h -22192 -w NameOfWorldspace YourImage.raw
-i sets the game, -p RAW format, -b 16 bit image, -d size in pixels, -s scales the height range of the image, -x and -y cell offset in x and y directions. (See original post on -h values and the effect on sea levels.)
If anyone have found a better program or solution let me know.
/E
Labels:
GeoControl2,
Guide,
Height map,
ImageJ,
Skyrim,
TESAnnwyn
Sunday, May 20, 2012
Undergrowth
I have been working with Ztree to make new undergrowth plants (there is a thread on the Bethesda forum). Ztree has made some really nice new models :)
My favorites so fare is the fern and crane models, I can see that they could be very useful.
So far I have only made high resolution textures of woodland cranes and anemones, but I will keep working.
Update:
I made a braken fern texture on two different models, an unknown plant on a fern model, Meadow sweet (without flowers) and Lady's Mantel.
Update: 2012-09-11
ZTree just released his trees and with them among other things the undergrowth plants.
I have made some more textures (the pictures above) that you can download from here:
1k resolution and 2k resolution.
I really recommend this resource, there are some nice trees, rocks and plants. I'll be using them a lot :)
/E
My favorites so fare is the fern and crane models, I can see that they could be very useful.
So far I have only made high resolution textures of woodland cranes and anemones, but I will keep working.
Update:
I made a braken fern texture on two different models, an unknown plant on a fern model, Meadow sweet (without flowers) and Lady's Mantel.
Update: 2012-09-11
ZTree just released his trees and with them among other things the undergrowth plants.
I have made some more textures (the pictures above) that you can download from here:
1k resolution and 2k resolution.
I really recommend this resource, there are some nice trees, rocks and plants. I'll be using them a lot :)
/E
Sunday, May 13, 2012
New Sand ground textures
I'm slowly working through all my pictures from Ireland. I'm more or less done with the sand textures. Some of them are still a bit repetitive and will need some more work, especially those with stones. In total there is 28 different textures so far, with a light and a dark version.
Here are some pictures of how they look in game.
/E
Here are some pictures of how they look in game.
Dry sand
Wet sand
Sand with seashells
Sand with stones
Next I will work on more ground textures with leaf covers, some dirt, mountain rock, and lots of grasses/plants./E
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