Difference between revisions of "Talk:Creating Large Worldspaces"

imported>Bruneauinfo
imported>Bruneauinfo
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  1 - Start by pressing 'T' to get the camera oriented properly for using the arrow keys. The arrow keys do NOT work relative to the camera position. Rather the 'Up' arrow always moves the camera north, the 'Down' arrow always moves the camera South, etc. Pressing 'T' will orient the camera to a bird's eye view perspective where up will be North, down will be South, etc. This will make the arrow keys match the direction the camera is moving on-screen. You can press 'T' at any time to restore this position. <br /><br />2 - After pressing 'T' to get the camera oriented properly use the mouse wheel to zoom out. Zoom out until you see the edge of the currently viewable cells. Navigating from this perspective will allow you to see errors and rips which will usually appear as purple just as long as the land is above water. Rips under water will require zooming in closer to find. <br /><br />3 - Make the mental connection between Cell coordinates and how the coordinate system is related to the world you created in the heightmap editor. To do this start by finding Cell 0,0 in the landscape editor and loading it. Then follow steps 1 and 2 directly above to get the camera oriented properly. Now go to the heightmap editor and figure out where 0,0 is. Note how the Cell coordinates change on the heightmap editor as you go North, South, East, or West. You should be able to pick a cell from the heightmap editor and navigate to it manually in the landscape editor using '''only''' the arrow keys. <br /><br />4 - Find errors in your landscape textures in the heightmap editor and then locate them in the landscape editor using the error keys. Correct them in the landscape editor using 'Soften Vertices' or 'Flatten Vertices' then save your corrections in the CS - BUT NOT IN THE HEIGHTMAP EDITOR. <br /><br />5 - Avoid using the 'Shift' key and 'Space Bar' for navigating except when making corrections that would be difficult to make otherwise. Once these types of corrections are made press 'T' again to restore proper camera perspective and zoom out.  
  1 - Start by pressing 'T' to get the camera oriented properly for using the arrow keys. The arrow keys do NOT work relative to the camera position. Rather the 'Up' arrow always moves the camera north, the 'Down' arrow always moves the camera South, etc. Pressing 'T' will orient the camera to a bird's eye view perspective where up will be North, down will be South, etc. This will make the arrow keys match the direction the camera is moving on-screen. You can press 'T' at any time to restore this position. <br /><br />2 - After pressing 'T' to get the camera oriented properly use the mouse wheel to zoom out. Zoom out until you see the edge of the currently viewable cells. Navigating from this perspective will allow you to see errors and rips which will usually appear as purple just as long as the land is above water. Rips under water will require zooming in closer to find. <br /><br />3 - Make the mental connection between Cell coordinates and how the coordinate system is related to the world you created in the heightmap editor. To do this start by finding Cell 0,0 in the landscape editor and loading it. Then follow steps 1 and 2 directly above to get the camera oriented properly. Now go to the heightmap editor and figure out where 0,0 is. Note how the Cell coordinates change on the heightmap editor as you go North, South, East, or West. You should be able to pick a cell from the heightmap editor and navigate to it manually in the landscape editor using '''only''' the arrow keys. <br /><br />4 - Find errors in your landscape textures in the heightmap editor and then locate them in the landscape editor using the error keys. Correct them in the landscape editor using 'Soften Vertices' or 'Flatten Vertices' then save your corrections in the CS - BUT NOT IN THE HEIGHTMAP EDITOR. <br /><br />5 - Avoid using the 'Shift' key and 'Space Bar' for navigating except when making corrections that would be difficult to make otherwise. Once these types of corrections are made press 'T' again to restore proper camera perspective and zoom out.  


On Region Generation - It can take a great deal of time to generate regions. You '''will''' get "Not Responding" messages for the CS while generating regions. Note that these are different than crashes. In Windows 7 when the CS crashes all CS windows become highlighted and a warning box pops up. However, when the CS is terribly busy you will see 'Not Responding' messages at the top of the CS window. One way to check to see if the CS is locked up or not during a "Not Responding" message is to open the Windows Task Manager and check to see if the CS is still using CPU cycles and to see if the amount of memory it is using is still climbing. With a quad core Intel i7 at 2.6 GHz 12 - 13% of CPU is used and several Kilobytes of data are added every few seconds.
'''On Region Generation''' - It can take a great deal of time to generate regions. You ''will'' get "Not Responding" messages for the CS while generating regions. Note that these are different than crashes. In Windows 7 when the CS crashes all CS windows become highlighted and a warning box pops up. However, when the CS is terribly busy you will see 'Not Responding' messages at the top of the CS window. One way to check to see if the CS is locked up or not during a "Not Responding" message is to open the Windows Task Manager and check to see if the CS is still using CPU cycles and to see if the amount of memory it is using is still climbing. With a quad core Intel i7 at 2.6 GHz 12 - 13% of CPU is used and several Kilobytes of data are added every few seconds.
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