Difference between revisions of "Creating Large Worldspaces"

1,116 bytes removed ,  14:55, 20 January 2011
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*A common location for errors to occur in the heightmap error is at 0,0 as well as at the centers like 32,32 -32,-32  64,64 etc. These errors can show themselves repeatedly each time their heightmap area is saved.  
*A common location for errors to occur in the heightmap error is at 0,0 as well as at the centers like 32,32 -32,-32  64,64 etc. These errors can show themselves repeatedly each time their heightmap area is saved.  
*When working on large Worldspaces you should convert the .esp to a [[Glossary#E|.esm]] regardless of how you intend to release your mod. There are two reasons for this:
1 - Due to limitations in the CS, and potentially your system, working on too many cells can lead to severe instability and/or frequent crashing. The more cells a worldspace has, the more it needs to load into memory while you're working on it. .esp files larger than 40mb (8 quads) usually cannot be loaded in the CS without some sort of error popping up. Even if you are only using 4 quads for your worldspace and plan to release as a .esp, you will still want to use a .esm during creation just so that you can take advantage of the benefits of this format.  <br/><br/>2 - By using an .esm you always retain a backup of the worldspace at the last point of merging. Your .esm file is after all just a series of .esp files merged together. So if you screw something up horribly while heightmapping, you don't have to start from scratch. This doesn't mean you shouldn't make backups of your .esm files. It's just a handy feature of .esm files.


*For World Spaces larger than 4 quads: When blending the borders between quads in the landscape editor it isn't necessary to to blend these perfectly to your finished specifications. Getting a good finished product can be just as time consuming in the landscape editor as it is in the heightmap editor with all of its seeming random error generation. Here is the suggested methodology keeping in mind the rest of the article's instructions:
*For World Spaces larger than 4 quads: When blending the borders between quads in the landscape editor it isn't necessary to to blend these perfectly to your finished specifications. Getting a good finished product can be just as time consuming in the landscape editor as it is in the heightmap editor with all of its seeming random error generation. Here is the suggested methodology keeping in mind the rest of the article's instructions:
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