Difference between revisions of "Creating Large Worldspaces"

10 bytes added ,  00:05, 21 January 2011
→‎Dummy Terrain: Added the word Optional to the title.
imported>Bruneauinfo
imported>Bruneauinfo
(→‎Dummy Terrain: Added the word Optional to the title.)
Line 188: Line 188:
No doubt you're staring at this a bit confused. Just take your time and work through it one region at a time. For a 4 quad worldspace which is entirely generated, it is to be expected that you will be spending no less than a week doing little else other than generating objects if you are using several regions and region types (took me a little over 2 weeks when I did one 4 quad worldspace simply because I had to figure out most of this stuff and deal with crashes when the CS ran out of memory). For larger worldspaces, significantly longer. The downside however is that in order to make the landscape work right as a .esm without requiring it to be loaded in the 01 index, you will have to go through a few thousand tree entries in TES4Edit and remove the vwd flags. It's not as bad as it sounds since most of the work is just lots of clicking on the little + boxes and expanding cell information, but there isn't any sort of automated script which does this to my knowledge. You would also need to use TES4LodGen to generate distant objects afterward, but that's a fairly quick thing.
No doubt you're staring at this a bit confused. Just take your time and work through it one region at a time. For a 4 quad worldspace which is entirely generated, it is to be expected that you will be spending no less than a week doing little else other than generating objects if you are using several regions and region types (took me a little over 2 weeks when I did one 4 quad worldspace simply because I had to figure out most of this stuff and deal with crashes when the CS ran out of memory). For larger worldspaces, significantly longer. The downside however is that in order to make the landscape work right as a .esm without requiring it to be loaded in the 01 index, you will have to go through a few thousand tree entries in TES4Edit and remove the vwd flags. It's not as bad as it sounds since most of the work is just lots of clicking on the little + boxes and expanding cell information, but there isn't any sort of automated script which does this to my knowledge. You would also need to use TES4LodGen to generate distant objects afterward, but that's a fairly quick thing.


== Dummy Terrain ==
== Dummy Terrain (Optional)==
Often overlooked is the purpose of using dummy terrain instead of just making your worldspace larger in order to have those neat LOD vistas. Dummy terrain is simply terrain which exists as a LOD, but does not exist as actual terrain within the mod people have. The purpose of this is to give the impression of distant landmasses without adding the additional filesize. Keep in mind that in order for trees and LOD terrain to show up on this dummy terrain, you would need to include the LOD meshes, textures, and Distant Object files with your mod (as opposed to having people generate their own).
Often overlooked is the purpose of using dummy terrain instead of just making your worldspace larger in order to have those neat LOD vistas. Dummy terrain is simply terrain which exists as a LOD, but does not exist as actual terrain within the mod people have. The purpose of this is to give the impression of distant landmasses without adding the additional filesize. Keep in mind that in order for trees and LOD terrain to show up on this dummy terrain, you would need to include the LOD meshes, textures, and Distant Object files with your mod (as opposed to having people generate their own).


Anonymous user