Difference between revisions of "Heightmap Editing"

No change in size ,  13:42, 11 April 2006
imported>Noah
imported>Noah
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::*'''DeleteAllCells''' This option will flag all cells for that world space as deleted.
::*'''DeleteAllCells''' This option will flag all cells for that world space as deleted.


::*'''Import''' This option allows you to use 1024x1024 16-bit RAW format images as a starting template for heightmap painting. These should be located in your "Oblivion\Data\HeightField" Directory and named according to [http://cs.elderscrolls.com/constwiki/index.php/Image:Overviewgrid.jpg This Grid](ex: Oblivion\Data\HeightField\0_0.raw). The files should also have been saved with these Raw Option settings: Count: 1, Depth: 16 Bits, Byte Order: IBM PC.
::*'''Import''' This option allows you to use 1024x1024 16-bit RAW format images as a starting template for heightmap painting. These should be located in your "Oblivion\Data\HeightField" Directory and named according to this [http://cs.elderscrolls.com/constwiki/index.php/Image:Overviewgrid.jpg grid](ex: Oblivion\Data\HeightField\0_0.raw). The files should also have been saved with these Raw Option settings: Count: 1, Depth: 16 Bits, Byte Order: IBM PC.


::*'''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.
::*'''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.
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