Difference between revisions of "Heightmap Editing"

225 bytes added ,  06:12, 26 March 2006
Added where the Heighmap Export option creates its files and the settings needed to open these files in Photoshop.
imported>Noah
imported>Cranch
(Added where the Heighmap Export option creates its files and the settings needed to open these files in Photoshop.)
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::*'''Import''' This option allows you to use 1024x1024 16-bit RAW format images as a starting template for heightmap painting.
::*'''Import''' This option allows you to use 1024x1024 16-bit RAW format images as a starting template for heightmap painting.


::*'''Export''' This option allows you to export heightmap sections in 1024x1024 16-bit RAW format images.
::*'''Export''' This option allows you to export heightmap sections in 1024x1024 16-bit RAW format images. The files are created to "C:\Program Files\Bethesda Softworks\Oblivion" and named "Q1.raw" through "Q4.raw. These files can be opened in Photoshop with these Raw Option settings: Count: 1, Depth: 16 Bits, Byte Order: IBM PC.


::*'''Generate LOD''' This option allows you to generate LOD meshes, in Gambryo's .NIF file format, for use in the game world. Additionally, the LOD generation process will create normal maps based off of the terrain height information for the LOD terrain textures, as well as combining the terrain LOD mesh normal maps with any potential user-made terrain LOD texture normal maps. The final results for the texture combinations are saved out as .DDS format files, with an _FN suffix in the file name. There are two LOD generation options, which vary only in generation speed and accuracy. They are '''Quick Prototype''' and '''Full''' and are less accurate but faster, and more accurate but slower, respectively.
::*'''Generate LOD''' This option allows you to generate LOD meshes, in Gambryo's .NIF file format, for use in the game world. Additionally, the LOD generation process will create normal maps based off of the terrain height information for the LOD terrain textures, as well as combining the terrain LOD mesh normal maps with any potential user-made terrain LOD texture normal maps. The final results for the texture combinations are saved out as .DDS format files, with an _FN suffix in the file name. There are two LOD generation options, which vary only in generation speed and accuracy. They are '''Quick Prototype''' and '''Full''' and are less accurate but faster, and more accurate but slower, respectively.
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