[dismiss]
This wiki is a copy of the original Oblivion CS wiki created and maintained by the UESP.net. See CSwiki:Copy Notice for more info.
Difference between revisions of "Creating Large Worldspaces"
Jump to navigation
Jump to search
m
→Essential Skills
imported>Bruneauinfo |
imported>Bruneauinfo |
||
Line 43: | Line 43: | ||
== Essential Skills == | == Essential Skills == | ||
Before continuing, this article assumes | Before continuing, this article assumes you have already familiarized yourself with using both the Heightmap Editor and the Region Editor. If you haven't used these tools it is recommended you start a test worldspace and learn at least the basics of how to use them. This article contains some pointers on using them, but if you haven't used them before expect to do a lot of trial and error work at first. | ||
*[[Heightmap Editing]] - | |||
It is of course also expected you have a considerable amount of experience working with worldspaces and the CS. Again, this article contains some very useful pointers in this area too, but if you've never used the CS before you should attempt some of the tutorials listed before getting started on a project. If not you should take some time to at least play around with these tools and see how they work: | |||
*[[Heightmap Editing]] - Use this as a reference. | |||
*[[Heightmap editor]] - Practical details | *[[Heightmap editor]] - Practical details | ||
*[[Basic Landscaping Tutorial]] - Some work with the landscape editor will ALWAYS be needed | *[[Basic Landscaping Tutorial]] - Some work with the landscape editor will ALWAYS be needed | ||
*[[Regions]] - | *[[Regions]] - You'll need this for reference at the very least depending on how you decide to create your region data. | ||
*[[New World Space and Region borders drawing]]- | *[[New World Space and Region borders drawing]]- Brief example of what this article attempts to teach, but it focuses on small worldspaces. | ||
Once you have a handle of the related tools, you can begin. Even if you already have significant aspects of your mod completed, you should ALWAYS start a new worldspace within a new [[Glossary#E|.esp]]. The reason for this is simple, if you're only loading your worldspace in the CS and not some other mod, the CS has more memory free so crashes are less frequent. The added benefit of not having some chance of screwing up the mod you already worked on is pure bonus. | Once you have a handle of the related tools, you can begin. Even if you already have significant aspects of your mod completed, you should ALWAYS start a new worldspace within a new [[Glossary#E|.esp]]. The reason for this is simple, if you're only loading your worldspace in the CS and not some other mod, the CS has more memory free so crashes are less frequent. The added benefit of not having some chance of screwing up the mod you already worked on is pure bonus. | ||
= Heightmap Generation = | = Heightmap Generation = |