Difference between revisions of "Talk:Creating Large Worldspaces"

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imported>Bruneauinfo
imported>Bruneauinfo
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1 - Design and finish the layout of 4 quads
1 - Design and finish the layout of 4 quads
2 - Save in the heightmap editor
2 - Save in the heightmap editor
3 - Make error corrections in the landscape editor, save, and create .esm
3 - Make error corrections in the landscape editor, save, and create .esm
4 - Start new .esp and design/finish the layout of the next 4 quads
4 - Start new .esp and design/finish the layout of the next 4 quads
5 - Save in the heightmap editor
5 - Save in the heightmap editor
6 - Make error corrections in the landscape editor, save, and merge with the .esm
6 - Make error corrections in the landscape editor, save, and merge with the .esm
7 - Repeat above steps designing additional quads following this pattern and merge
7 - Repeat above steps designing additional quads following this pattern and merge
8 - After all heightmaps are created and merged start a new esp
8 - After all heightmaps are created and merged start a new esp
9 - Edit the borders in the heightmap. Multiple esps will be required for large worlds. Merge each "border-edit" esp with the esm as they are created. Also as you edit the borders scan the heightmap your working on for errors and fix them as you go. These will appear as sharply contrasted squares/rectangles.  
9 - Edit the borders in the heightmap. Multiple esps will be required for large worlds. Merge each "border-edit" esp with the esm as they are created. Also as you edit the borders scan the heightmap your working on for errors and fix them as you go. These will appear as sharply contrasted squares/rectangles.  
10 - After all borders are edited use the landscape editor to correct errors in conjunction with the heightmap editor. DO NOT make corrections with the heightmap editor at this time, and DO NOT save any more textures in the heightmap editor. At this time you will only use the heightmap editor for finding errors in your textures. Make the actual corrections using the landscape editor. Merge with the esm.
10 - After all borders are edited use the landscape editor to correct errors in conjunction with the heightmap editor. DO NOT make corrections with the heightmap editor at this time, and DO NOT save any more textures in the heightmap editor. At this time you will only use the heightmap editor for finding errors in your textures. Make the actual corrections using the landscape editor. Merge with the esm.
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