Difference between revisions of "Creating Large Worldspaces"

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Worked on the beginning of the article to improve the introduction and practicality
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= Before You Begin =
= Before You Begin =


As opposed to small [[:Category:World_Spaces|world spaces]] (4 quads or less), working on large world spaces (4 quads or more) requires a different approach. Before starting your grand project consider the practicality of it. Take a moment and think over what you are hoping to achieve. Will you and/or your team be able to complete the project you're envisioning? Large world spaces require a lot of hours of work. The process of creating them can get very tedious at times. Unlike a basic quest mod that takes place in a vanilla world space, a large world space can require several weeks if not months of work and preparation before you can even start placing buildings, NPCs, dungeons, etc.  
This article is written for those who are contemplating the creation of a large world space. If you're intending to create a world space smaller than one quad this article can still be helpful as a reference. This article contains valuable information for any sized world space project. However, with small world spaces certain steps in this article may not be necessary.


The purpose of this warning is not to discourage you. Creativity is what the modding community is all about. What is being suggested here is that before you start your project and as you work on it try to do two things: 1 - Keep it practical. If it's not practical it probably won't get finished. 2 - Know what you're doing. If you know how to use the tools you're using your work will go much more efficiently. When your project is moving forward it will help motivate you to continue. If your project keeps running into delays because you skipped a step, or didn't read a useful tip and have to go back and start from an earlier point - this is what kills a project.
===Direction===


===== Notes =====
There are more than a few reasons to create a large world space. No matter what the reason or  the size there is a basic suggested method to follow. These suggestions are not to hamper your  creativity. They are here to help you get your mod done as efficiently and trouble free as  possible. A world space mod should generally develop as follows: First, create the  landmass for the world. Second,  populate the world with generic objects that give your world a natural feel. Generic objects are trees, grass, and other plants as well as rocks and  weather. Last comes the unique content that creates adventure in your world. These are npcs,  monsters, animals, dungeons, activators, buildings, roads, fences, signs, quests, etc.


*A quad equals 32 x 32 cells. 4 quads would be 64x64 cells. See [[Oblivion Units]] for more on what is meant by a quad.
===Practicality===


*As an aid to deciding how large to make your new world space consider looking at the Tamriel world space in the CS. Open it in the Heightmap editor and generate an overview. Tamriel uses 16 quads, however, much of the space can not be traversed in Vanilla Oblivion.  
Before starting your project consider the practicality of it. Take a moment and think over what you are hoping to achieve. Will you and/or your team be able to complete the project you're envisioning? Large world spaces require a lot of hours of work. The process of creating them can get very tedious  at times. Unlike a basic quest mod that takes place in a vanilla world space, a large world  space can require several weeks if not months of work and preparation before you can even  start placing buildings, NPCs, dungeons, etc.  


*This article is written with the assumption you are creating a world space larger than a single quad.  
The purpose of this warning is not to discourage you.  What is being suggested here is  before you start your project, and as you work on it, try to do two things. Try to keep it  practical, because if it's not practical it probably won't get finished. And secondly know what you're doing.  If you know how to use your tools the work will go much more efficiently. When a project is moving forward it helps motivate you to continue. If a project keeps running into delays because steps were skipped or a useful tip was ignored requiring a return to an earlier point in the project - this is what can kill a project.
 
So from the start have a mindset of sticking to the important elements and trimming away the fluff. As you go through this process you should also take a look at the article [[Developing Successful Mods]] for help on making your new world space a successful project.  


==Essential Skills==
==Essential Skills==
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