Difference between revisions of "Creating Large Worldspaces"

m
imported>Bruneauinfo
(→‎Required Tools: TES4LODGen now ignores vwd flags.)
imported>Bruneauinfo
Line 120: Line 120:
====Using the Heightmap Editor Part 2====
====Using the Heightmap Editor Part 2====


For worldspaces larger than 4 quads when blending the borders between 4-quad sections in the landscape editor it isn't necessary to to blend these perfectly to your finished specifications. Your only goal is to fix tears - i.e. the errors. Getting a good finished product can be just as time consuming or more in the landscape editor as it is in the heightmap editor with all of its seeming random error generation. Here is the suggested methodology:
For worldspaces larger than 4 quads when blending the borders between 4-quad sections in the landscape editor it isn't necessary to to blend these perfectly to your finished specifications. Your only goal is to fix tears - i.e. the errors. Getting a good finished product can be just as time consuming or more in the landscape editor as it is in the heightmap editor - despite all of its seeming random error generation. Here is the suggested methodology:


  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.
Anonymous user