Difference between revisions of "Heightmap Editing"

215 bytes added ,  20:38, 29 May 2010
imported>TheMagician
imported>Thepal
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::*'''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 to Oblivion\data\textures\landscapelod\generated\. 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. Diffuse maps for LOD terrain textures are generated through the right-click menu in the editor's [[Render Window|render window]].
::*'''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 to Oblivion\data\textures\landscapelod\generated\. 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. Diffuse maps for LOD terrain textures are generated through the right-click menu in the editor's [[Render Window|render window]].
(Note: There seems to be an issue with the TESCS Generate LOD function. If it is run more than once during the same session, the LOD mesh becomes corrupt. If this occurs, close the TESCS, reopen it, and try again)


::*'''Exit''' This option simply closes the Heightmap Editor.
::*'''Exit''' This option simply closes the Heightmap Editor.
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