Difference between revisions of "Heightmap Editing"

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→‎See also:: Added Creating Large Worldspaces
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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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:*'''Mesh errors''' 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 errors, 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. In general, it is best to correct these errors with the local landscape editing tools as corrections done with the heightmap editor can re-introduce the same errors during the saving process - even after initially fixing them.
:*'''Mesh errors''' 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 errors, 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. In general, it is best to correct these errors with the local landscape editing tools as corrections done with the heightmap editor can re-introduce the same errors during the saving process - even after initially fixing them.
:*'''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 intensity low, and maybe adjust the color masking options to something more sensitive for the lower elevations. The values and colors depicted in this [[:image:colormasking.jpg|image]] were used to generate and shape Cyrodiil for TES:IV Oblivion.
:*'''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 intensity low, and maybe adjust the color masking options to something more sensitive for the lower elevations. The values and colors depicted in this [[:image:colormasking.jpg|image]] were used to generate and shape Cyrodiil for TES:IV Oblivion.
:*'''Raw files''' The heightmap editor will automatically load any .raw files in your HeightField folder into the canvas window, so if you have been using .raw files and you want to work on a new heightmap that does not use .raw files you will have to remember to remove them to access your new heightmap.


====See also:====
====See also:====
:*[[Creating_Large_Worldspaces|Creating Large Worldspaces]]
:*[[World_Space_Tutorial|World Space Tutorial]]
:*[[World_Space_Tutorial|World Space Tutorial]]
:*[[WorldBuilding_101|World Building 101 Tutorial]]
:*[[WorldBuilding_101|World Building 101 Tutorial]]
:*[[Landscape_LOD_Tutorial| Landscape LOD tutorial]]
:*[[Landscape_LOD_Tutorial| Landscape LOD tutorial]]
[[Category:World]]
[[Category:World]]
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