Difference between revisions of "Heightmap Editing"

1,364 bytes added ,  10:39, 27 July 2006
→‎'''Heightmap Editor''': Added notes - mesh errors, Go easy. Added tutorial links
imported>GhanBuriGhan
(→‎Main Menu: added location of saved LOD normal map files)
imported>GhanBuriGhan
(→‎'''Heightmap Editor''': Added notes - mesh errors, Go easy. Added tutorial links)
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:*'''Color Masking''' The color masking window allows the grayscale heightmap to be shaded in color, to better help visualize and spatially organize the height range of the heightmap editor. Through its interface, one can also filter and isolate specific height ranges to work in. To bring up the color masking window, press the color mask icon, between the grid and marquee icons, or choose it from the View pull-down menu. With the window open, you can see that there are 10 mask ranges - all of which can be individually scaled and adjusted to shade the pixels within the defined height range of that particular mask. To change the color for a mask, simply click on the swatches below the sliders to adjust the color respectively through the standard Windows color picker. The color mask system will specify that any pixel in the heightmap at that height, in [[exterior cells|units]], will be shaded that color, and will interpolate smoothly to the next masking step above or below. For example, suppose you wanted to have all pixels below the water level be blue. You could simply set one masking level to be blue and to have a height value that is the same as the sea level. Set the next masking step to be one unit above the masking level, and to have a different color. There should now be a clear distinction on the heightmap of what is below and above the water line. It is also possible to use the color masking tool to temporarily prevent certain height ranges from being edited. In the previous example, you could block all pixels below the water level from being editable by making sure the minimum value for all of the 10 masks was at or above the water level height. This temporarily tells the editor that there are no alterable pixels below the specified height. Later, this height can be readjusted via the color masking to open it back up for editing. To set a height range for any mask, simply adjust the sliders or enter in a numerical value, in [[exterior cells|units]], within the number fields above each mask. It is also possible to change the colors of the grid overlay and the edit cursor in this window by clicking on their respective swatches, and choosing a color through the Windows color picker. Press '''OK''' to accept the changes and close the color masking window. Press the '''Cancel''' button to discard any changes and close the color masking window. Press '''Reset''' to revert back to the default settings. Range: 0-65535
:*'''Color Masking''' The color masking window allows the grayscale heightmap to be shaded in color, to better help visualize and spatially organize the height range of the heightmap editor. Through its interface, one can also filter and isolate specific height ranges to work in. To bring up the color masking window, press the color mask icon, between the grid and marquee icons, or choose it from the View pull-down menu. With the window open, you can see that there are 10 mask ranges - all of which can be individually scaled and adjusted to shade the pixels within the defined height range of that particular mask. To change the color for a mask, simply click on the swatches below the sliders to adjust the color respectively through the standard Windows color picker. The color mask system will specify that any pixel in the heightmap at that height, in [[exterior cells|units]], will be shaded that color, and will interpolate smoothly to the next masking step above or below. For example, suppose you wanted to have all pixels below the water level be blue. You could simply set one masking level to be blue and to have a height value that is the same as the sea level. Set the next masking step to be one unit above the masking level, and to have a different color. There should now be a clear distinction on the heightmap of what is below and above the water line. It is also possible to use the color masking tool to temporarily prevent certain height ranges from being edited. In the previous example, you could block all pixels below the water level from being editable by making sure the minimum value for all of the 10 masks was at or above the water level height. This temporarily tells the editor that there are no alterable pixels below the specified height. Later, this height can be readjusted via the color masking to open it back up for editing. To set a height range for any mask, simply adjust the sliders or enter in a numerical value, in [[exterior cells|units]], within the number fields above each mask. It is also possible to change the colors of the grid overlay and the edit cursor in this window by clicking on their respective swatches, and choosing a color through the Windows color picker. Press '''OK''' to accept the changes and close the color masking window. Press the '''Cancel''' button to discard any changes and close the color masking window. Press '''Reset''' to revert back to the default settings. Range: 0-65535
It's important to know how the height units in the heightmap editor relate to the actual terrain elevation when the map is saved to the plugin. Water level (defaults to z=0 in exterior cells) corresponds to z=4096 on the height map. Moreover, all differences from this value are doubled in the generated terrain. For example, z=4196 doesn't give a terrain height of 100, but 200 instead. Following this formula, the default height in the heightmap editor (3072) results in an ocean depth of -2048 units.
It's important to know how the height units in the heightmap editor relate to the actual terrain elevation when the map is saved to the plugin. Water level (defaults to z=0 in exterior cells) corresponds to z=4096 on the height map. Moreover, all differences from this value are doubled in the generated terrain. For example, z=4196 doesn't give a terrain height of 100, but 200 instead. Following this formula, the default height in the heightmap editor (3072) results in an ocean depth of -2048 units.
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===Notes===
:*'''Mesh errors''' The heightmap saved by the heightmap editor frequently creates some errors in the generated landscape mesh. These are most frequently located in cell 0,0 and the corners of each quad. These are rips in the mesh that cause errors when saving the esp. When you save it and get error messages about the CS being unable to create the mesh for a cell, write down the cell cordinates (don't hit "yes to all"). If you quit before fixing these error, on reloading your mod the entire cell will be "missing" e.g. be set to elevation 0, which is hard to fix. To avoid this, load up the cells with errors in the render window, switch to wireframe view (w), and turn on the cell borders (b). Look around the edges of the cell (most often its the lower left corner), and if you find the anomaly, use the soften or flatten vertices tool to mend the mesh.
:*'''Go easy!''' It's very easy to overdo it with raising land, creating huge unnavigable mountain ranges instead of the nice hilly landscape you planned, especially when using the standard color masking options. Go easy when raising the land, keep the intesity low, and maybe adjust the color masking options to somethng mores sensitive for the lower elevations.
====See also:====
:*[[World_Space_Tutorial|World Space Tutorial]]
:*[[WorldBuilding_101|World Building 101 Tutorial]]


[[Category:World]]
[[Category:World]]
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