Difference between revisions of "Fractal terrain"

97 bytes added ,  12:32, 14 May 2006
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imported>J dunn
imported>J dunn
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'''6.''' Now that that is done you want to go in and open up FWE. This will bring up a simple window. While the toolset looks very simple, it is suprisingly powerful. Giving you all the options of the heightmap editor from TESCS and then some.
'''6.''' Now that that is done you want to go in and open up FWE. This will bring up a simple window. While the toolset looks very simple, it is suprisingly powerful. Giving you all the options of the heightmap editor from TESCS and then some.
[[Image:FWE.jpg]]


'''7.''' You want to select '''''File->New Random Terrain->Water and Land'''''.
'''7.''' You want to select '''''File->New Random Terrain->Water and Land'''''.


'''8.''' At this point a new box will pop up with settings on size for generation, What we want to do is select '''''1024x1024''''' (which is the requirements for TESCS) and click '''''ok'''''. In a couple of seconds you should see newly generated terrain. If it looks like something you want proceed on, if not just keep generating terrain till you get one you are happy with.
'''8.''' At this point a new box will pop up with settings on size for generation, What we want to do is select '''''1024x1024''''' (which is the requirements for TESCS) and click '''''ok'''''.
 
[[Image:FWEGenerate.jpg]]
 
In a couple of seconds you should see newly generated terrain. If it looks like something you want proceed on, if not just keep generating terrain till you get one you are happy with.
 
[[Image:Generated.jpg]]


'''9.''' Now what we HAVE to do due to the export function only exporting out height map data above sea level is reduce the sea level by ~4200 meters. This is accomplished under the '''''Processes->Lower Sea Level''''' option. Once you have lowered it by about that much your land should be looking much drier and even a bit cold in some places that it wasn't before. That is ok as this tool generates realistic climates as well as terrain based on a number of factors.
'''9.''' Now what we HAVE to do due to the export function only exporting out height map data above sea level is reduce the sea level by ~4200 meters. This is accomplished under the '''''Processes->Lower Sea Level''''' option. Once you have lowered it by about that much your land should be looking much drier and even a bit cold in some places that it wasn't before. That is ok as this tool generates realistic climates as well as terrain based on a number of factors.
[[Image:sealevel.jpg]]


'''10.''' Once you have the sea level lowered to the appropriate point you are going to want to go under '''''File->Export to Binary'''''. This will bring up a new dialog box which will ask you what you want it saved as and how. Go ahead and hit the '''''Browse''''' button here and go out to your '''HeightField''' sub-directory under your '''Oblivion\Data''' directory. If it does not exist you will have to make it (it doesn't show up unless you've tried importing before). Once browsed out to there you want to enter in the name of '''0_0.raw''' into the filename field and hit '''''OK'''''. This will take you back to the export dialog box where you will want to select '''''16bit''''' before hitting '''''OK''''' (32 bit just makes it all come out flat).
'''10.''' Once you have the sea level lowered to the appropriate point you are going to want to go under '''''File->Export to Binary'''''. This will bring up a new dialog box which will ask you what you want it saved as and how. Go ahead and hit the '''''Browse''''' button here and go out to your '''HeightField''' sub-directory under your '''Oblivion\Data''' directory. If it does not exist you will have to make it (it doesn't show up unless you've tried importing before). Once browsed out to there you want to enter in the name of '''0_0.raw''' into the filename field and hit '''''OK'''''. This will take you back to the export dialog box where you will want to select '''''16bit''''' before hitting '''''OK''''' (32 bit just makes it all come out flat).
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