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Changelogs
Version 1.0
2012-01-04 extraction of "meshterraintamrieltamriel.*.btr" from "Skyrim - Meshes.bsa" with BSAopt ( http://obge.paradice-insight.us/wiki/BSAopt ) 2012-01-04 renamed all the btr files to nif 2012-04-19 converted "meshterraintamrieltamriel.32.*.nif" to obj format with nifskope ( http://niftools.sourceforge.net/wiki/NifSkope ) 2012-04-19 converted obj files to inc/udo with PoseRay ( https://sites.google.com/site/poseray/ ) 2012-04-19 assembled low-resolution LOD meshes in Moray and rendered in POV-Ray ( http://www.povray.org ) 2012-05-08 initial attempt at rendering map with high-resolution LOD data ("meshterraintamrieltamriel.4.*") 2012-05-09 drew sample section of rough topographic map ( http://empyrean.deviantart.com/#/art/Skyrim-Topography-partial-301034203?hf=1 ) 2012-Sep to Oct converted the nif files from cells -64,64 to 64,-64 to obj format with nifskope ...one at a time, since nifskope doesn't do batch processing. 2012-Sep to Oct combined blocks of terrain into a grouped inc/udo object with PoseRay for use in Moray/POV-Ray 2012-Sep to Oct assembled sections of terrain on Moray (32-bit program unable to handle entire dataset at once) 2012-09-10 assembled northwest section of terrain, -64,64 to -4,-32 2012-09-11 assembled northeast section of terrain 0,64 to 64,-32 2012-09-12 rendered rough repeating-z-gradient pattern on terrain to obtain elevations 2012-09-12 began tracing shoreline from UESP map and approximate contour intervals 2012-10-?? rendered terrain in POV-Ray with greyscale z-gradient to obtain heightfield sections 2012-10-?? combined sections in Paint Shop Pro 7 (see http://skyrim.nexusmods.com/download/1000029234 ) 2012-10-16 obtained assistance from S. Benge in POV-Ray newsgroups for a macro to generate cleaner contour interval reference image 2012-10-20 assembled south section of terrain -64,-36 to 64,-64 2012-10-25 decided to switch to vector format after it was observed that the map would be nicer (and much smaller) that way (gap here is time spent familiarising self with CorelDraw, working on different map project) 2012-12-10 began devoting about four hours nearly every day (with some lapses) to a goal of completing a sub-section of contour lines or working on landmarks or roads 2013-03-31 finished elevation contours 2012-04-09 began bathymetry 2012-04-29 finished bathymetry 2012-04-30 began assembling data from Creation Kit to determine boundaries for tree cover ( http://skyrim.nexusmods.com/mods/35864//? ) 2013-05-16 completed tree cover resource 2013-05-17 added tree cover to topographic map, final check, decided project adequately finished, posted product to Skyrim Nexus. 2013-05-18 added pdf and png versions to this site 2013-05-19 saved stripped-down version of map, added to this site, added link to facilitate purchase of print of map 2013-05-20 added detailed history of mapmaking process to comments 2013-05-21 added development history to changelog
Vector-based topographic map of Skyrim. Do with it what you will. Estimate at least 400 hours work went into this. Added PDF and 300-DPI PNG versions 2013-05-18.
Added "nude version" 300-DPI PNG 2013-05-29 for Bergzore. This version is stripped-down and sized to be able to be cut up and placed in the Skyrim\Data\Textures\Terrain folder for direct use as the world map, but my initial test shows additional work is needed to turn off the map's addition of landscape meshes that aren't part of the underlying terrain, and the contour lines themselves weren't showing up very well.
Removed link to print on 2013-05-30.
Note (added 2022-07-12) - location type indicator reference: B - Bandit D - Dragon/dragon priest F - Forsworn G - Giant H - Hunter I - Imperial N - Nordic S - Stormcloak § - Mountain summit Oblivion symbol - Daedric