Difference between revisions of "Creating Large Worldspaces"

875 bytes added ,  18:12, 20 January 2011
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  1 - Design and finish the layout of 4 quads <br /><br />2 - Save in the heightmap editor <br /><br />3 - Make error corrections in the landscape editor, save in the CS, and create .esm with TES4Gecko<br /><br />4 - Start new .esp and design/finish the layout of the next 4 quads <br /><br />5 - Save in the heightmap editor <br /><br />6 - Make error corrections in the landscape editor, save, and merge with your worldspace.esm <br /><br />7 - Repeat above steps designing additional quads following this pattern and merge <br /><br />8 - After all heightmaps are created and merged start a new esp <br /><br />9 - Edit the borders in the heightmap. Multiple esps will be required for large worlds. Merge each "border-edit" esp with the esm as they are created. Also as you edit the borders scan the heightmap you're working on for errors and fix them as you go. These will appear as sharply contrasted squares/rectangles. <br /><br />10 - After all borders are edited use the landscape editor to correct errors in conjunction with the heightmap editor. DO NOT make corrections with the heightmap editor at this time, and DO NOT save any more textures in the heightmap editor. At this time you will only use the heightmap editor for '''finding''' errors in your textures. Make the actual corrections using the landscape editor. Merge with the esm.
  1 - Design and finish the layout of 4 quads <br /><br />2 - Save in the heightmap editor <br /><br />3 - Make error corrections in the landscape editor, save in the CS, and create .esm with TES4Gecko<br /><br />4 - Start new .esp and design/finish the layout of the next 4 quads <br /><br />5 - Save in the heightmap editor <br /><br />6 - Make error corrections in the landscape editor, save, and merge with your worldspace.esm <br /><br />7 - Repeat above steps designing additional quads following this pattern and merge <br /><br />8 - After all heightmaps are created and merged start a new esp <br /><br />9 - Edit the borders in the heightmap. Multiple esps will be required for large worlds. Merge each "border-edit" esp with the esm as they are created. Also as you edit the borders scan the heightmap you're working on for errors and fix them as you go. These will appear as sharply contrasted squares/rectangles. <br /><br />10 - After all borders are edited use the landscape editor to correct errors in conjunction with the heightmap editor. DO NOT make corrections with the heightmap editor at this time, and DO NOT save any more textures in the heightmap editor. At this time you will only use the heightmap editor for '''finding''' errors in your textures. Make the actual corrections using the landscape editor. Merge with the esm.
=====Notes=====
*Using the above methodology to create world spaces larger than 4 quads will eventually generate a great number of .esp files as well as .esm backups. It's a good idea to create a folder to hold all of your original .esp files as well as another to store your .esm backups. This will reduce the clutter in your Oblivion Data folder. Within your .esp folder it will also be a good idea to create separate folders to hold the different types of .esp files. Then if you need to backup to an earlier part of the creation process you will have multiple avenues to getting your worldspace to a previous point.
*It is also a good idea to number the .esp files you merge as you create them. For example: ''MyWorld_Heightmap_Part1.esp'', ''MyWorld_Heightmap_Part2.esp'' etc. You can do the same thing for your heightmap blending files and region generation files.


==== Testing the New Worldspace ====
==== Testing the New Worldspace ====
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