Difference between revisions of "Fractal terrain"

117 bytes added ,  12:48, 14 May 2006
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imported>DragoonWraith
(removed pre-formatted text at the end of 8. the box prevented the text from wrapping, making most of the section unreadable.)
imported>J dunn
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[[Image:sealevel.jpg]]
[[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.
 
[[Image:Exportpt1.jpg]]
 
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).
 
[[Image:Exportpt2.jpg]]


'''11.''' Now that you have the land created and exported go ahead and minimize the FWE and jump back into the TESCS. At this point go to your '''Heightmap editor''', it is the 9th button from the left on the top toolbar and looks like a world map. When asked which world space you want to edit select the one you created in step 3.
'''11.''' Now that you have the land created and exported go ahead and minimize the FWE and jump back into the TESCS. At this point go to your '''Heightmap editor''', it is the 9th button from the left on the top toolbar and looks like a world map. When asked which world space you want to edit select the one you created in step 3.
[[Image:heightmap_dialog.jpg]]


'''12.''' With the heightmap editor open, select '''''File->import'''''. It will pop up a box mentioning the requirements which you can only hit '''''OK''''' on. Go ahead and hit '''''OK''''' and in a few seconds you should see alot more map than what you were looking at before. However it is still not in game yet.
'''12.''' With the heightmap editor open, select '''''File->import'''''. It will pop up a box mentioning the requirements which you can only hit '''''OK''''' on. Go ahead and hit '''''OK''''' and in a few seconds you should see alot more map than what you were looking at before. However it is still not in game yet.
[[Image:Heightmapeditor.jpg]]


'''13.''' Now you want to hit '''''file''''' and select '''''save'''''. What this does is automatically generate the cells and adjusts their height map based on the file previously imported. What I generally like to do while in the height map editor is move my cursor around the terrain and place it over an area that "should" be costal based on how it originally looked in the FWE, then check the lower left hand corner of the height map editor to find what cell it is in. At that point I close down the '''Heightmap''' editor and go to that cell in the cell editor window then check in the preview window to make sure everything looks right.
'''13.''' Now you want to hit '''''file''''' and select '''''save'''''. What this does is automatically generate the cells and adjusts their height map based on the file previously imported. What I generally like to do while in the height map editor is move my cursor around the terrain and place it over an area that "should" be costal based on how it originally looked in the FWE, then check the lower left hand corner of the height map editor to find what cell it is in. At that point I close down the '''Heightmap''' editor and go to that cell in the cell editor window then check in the preview window to make sure everything looks right.
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