Difference between revisions of "Creating Large Worldspaces"

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= Before You Begin =
= Before You Begin =


As opposed to small [[:Category:World_Spaces|worldspaces]] (4 quads or less), working on large worldspaces (4 quads or more) requires almost a completely different method from the very start. Before starting your grand project, you should first take a moment and think over what it is you are hoping to achieve, and how much of it is doable by you or your team. Large worldspaces, like the large projects which require them, require rather excessive amounts of hours of work, however unlike with that quest mod that takes place in mostly vanilla spaces, work on a large worldspace often requires several weeks of work and preparation before you can even START on placing buildings, NPCs, and quests. As such, it is not something which should be taken lightly.
As opposed to small [[:Category:World_Spaces|worldspaces]] (4 quads or less), working on large worldspaces (4 quads or more) requires a different approach. Before starting your grand project consider the practicality of it. Take a moment and think over what you are hoping to achieve. Will you and/or your team be able to complete the project you're envisioning? Large worldspaces require a lot of hours of work. The process of creating them can get very tedious at times. Unlike a basic quest mod that takes place in a vanilla worldspace, a large worldspace can require several weeks if not months of work and preparation before you can even start placing buildings, NPCs, dungeons, etc.
 
The purpose of this warning is not to discourage you. Creativity is what the modding community is all about. What is being suggested here is that before you start your project and as you work on it try to do two things: 1 - Keep it practical. If it's not practical it probably won't get finished. 2 - Know what you're doing. If you know how to use the tools you're using your work will go much more efficiently. When your project is moving forward it will help motivate you to continue. If your project keeps running into delays because you skipped a step, or didn't read a useful tip and have to go back and start from an earlier point - this is what kills a project.


==== Notes ====
==== Notes ====
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*This article is written with the assumption you are creating a worldspace larger than a single quad.  
*This article is written with the assumption you are creating a worldspace larger than a single quad.  


=== Required Tools ===
===Essential Skills===
 
This article assumes you have considerable experience working with worldspaces and the CS. This article contains some very useful pointers in these areas, but if you've never used the CS before, or you've never worked within a worldspace you should attempt some of the tutorials listed before getting started on this project.
 
It is of course expected you have 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. 
 
Important references and tutorials:
 
*[[Heightmap Editing]] - Use this as a reference.
*[[Heightmap editor]] - A useful 'How To'. Written a little on the cautious side.
*[[Basic Landscaping Tutorial]] - Knowing how to use the landscape editor is required. Get started with this tutorial.
*[[Regions]] - You'll need this for a reference at the very least depending on how you decide to create your region data.
*[[New World Space and Region borders drawing]]- Brief example of what this article attempts to teach, but it focuses on small worldspaces.
 
====The Invaluable Navigation Method====
 
As has already been said time can make the difference between completing a project and abandoning it. Knowing the most efficient workflow can be a game saver.
 
It is very important for large world creation and editing to learn how to navigate with the landscape editor most efficiently. The method is contained in the points below.
 
*When using the landscape editor it is '''extremely''' helpful to arrange the cells by cell number in the [[Cell View Window]]. This makes it much easier to find a particular cell that needs correction or inspection. You do this by clicking on the header titled "Location" in the Cell View window. This will order the cells numerically so you can find cells most efficiently with the mouse wheel.
 
*Press 'A' to turn on enhanced lighting. This makes it easier to see what you're doing.
 
*Navigate the map from a ''bird's eye view'' using the arrow keys to move the camera when hunting for errors and making corrections '''instead of''' the mouse, spacebar, shift key, etc. Details:
 
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.
 
=====Notes=====
 
*When navigating with the landscape editor set your keyboard over to your left(if you're right handed) so that your left hand can easily work the arrow keys while your right hand works the mouse. Left handed folks won't need to do this.
 
===Required Tools===
 
You should ensure you have the following 3rd party programs installed and working as you will need to make use of each of them at some point.


First, you should ensure you have the following 3rd party programs installed and working as you will need to make use of each of them at some point.
*[[Oblivion Mod Manager]] - load order management (Wrye Bash also accepted)
*[[Oblivion Mod Manager]] - load order management (Wrye Bash also accepted)
*[[TES4Gecko]] - Needed to move worldspaces, remove records, convert to/from .esm and merge.
*[[TES4Gecko]] - Needed to move worldspaces, remove records, convert to/from .esm and merge.
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*[[TES4LODGen]] - Needed to generate distant objects after VWD flags have been removed.
*[[TES4LODGen]] - Needed to generate distant objects after VWD flags have been removed.


====Notes====
=====TES4Gecko Notes=====


*In particular TES4Gecko can be tough to get working right with the shortcut, but the additional memory which is setup through this shortcut '''is NECESSARY''' for merging.  
*In particular TES4Gecko can be tough to get working right with the shortcut, but the additional memory setup through this shortcut '''is NECESSARY''' for merging.  


*TES4Gecko will work fine without the Shortcut on '''very small files'''. However, with large world space files the Shortcut is '''required'''.  
*TES4Gecko will work fine without the Shortcut on '''very small files'''. However, with large worldspace files the Shortcut is '''required'''.  


*An example shortcut is included with the program. Consider making a copy of it before altering it so you can easily start fresh again if you have trouble getting it right the first time.
*An example shortcut is included with the program. Consider making a copy of it before altering it so you can easily start fresh again if you have trouble getting it right the first time.
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*The readme file included with TES4Gecko contains additional instructions. Also, if you have trouble you can always search the internet.
*The readme file included with TES4Gecko contains additional instructions. Also, if you have trouble you can always search the internet.


== Essential Skills ==
====Ready to Go====


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.
Once you have a handle of the related tools and basic methods you should begin. You should always start a new worldspace with a new [[Glossary#E|.esp]]. This is true even if you already have significant aspects of your mod completed. The reason for this is simple. More RAM available for the CS means crashes will be less frequent.  


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: 
=====Notes=====
 
*[[Heightmap Editing]] - Use this as a reference.
*[[Heightmap editor]] - Practical details
*[[Basic Landscaping Tutorial]] - Some work with the landscape editor will ALWAYS be needed
*[[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]]- 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.
* An added benefit of starting a new .esp is that it decreases the chance of corrupting your other mods and vice versa.  


= Heightmap Generation =
= Heightmap Generation =


Start a new .esp. '''You do not need to load Oblivion.esm at this time.''' You are creating a new worldspace. You will not need Oblivion.esm until you get to region generation. Not loading Oblivion.esm here at the beginning will save you time by not having to process it. And you will need all the time you can get on this type of project.
Start a new .esp. '''You do not need to load Oblivion.esm at this time.''' You are creating a new worldspace. You will not need Oblivion.esm until you get to region generation. Not loading Oblivion.esm here at the beginning will save you time by not having to process it. It will also lower demands on RAM.
 
Save this .esp with a name you will recognize later. Now define your worldspace in the CS (World > World Spaces > New, give it a name and adjust the settings as desired within that window (you can change climate and water settings later, map will come last (none of these are covered in this primer))). Don't create any terrain for this worldspace quite yet, just have it defined. Save the mod again. Although this may seem a bit redundant, some aspects of the heightmap editor (notorious for being problematic as you probably know) don't work particularly well when working on a worldspace which has not been saved (it's a memory thing); saving the mod records the definition of the worldspace within the .esp, so it is more stable (or something). Now you can begin within the heightmap editor.
 
===The Invaluable Navigation Method===
 
Before going any further something needs to be said about navigating with the landscape editor in the [[Render Window]]. Yes, using the landscape editor is '''not''' the next step in this process. However, since the reader is contemplating working on a very large project where time can make the difference between completing a project and abandoning it, knowing the most efficient workflow can be a game saver.
 
It is very important for large world creation and editing to learn how to navigate with the landscape editor most efficiently. The method is contained in the points below.
 
*When using the landscape editor it is '''extremely''' helpful to arrange the cells by cell number in the [[Cell View Window]]. This makes it much easier to find a particular cell that needs correction. You do this by clicking on the header titled "Location" in the Cell View window. This will order the cells numerically so you can find cells most efficiently.
 
*Press 'A' to turn on enhanced lighting. This makes it easier to see what you're doing.
 
*Navigate the map from a ''bird's eye view'' using the arrow keys to move the camera when hunting for errors and making corrections '''instead of''' the mouse, spacebar, shift key, etc. Details:
 
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.
 
===Notes===
 
*When navigating with the landscape editor set your keyboard over to your left(if you're right handed) so that your left hand can easily work the arrow keys while your right hand works the mouse. Left handed folks won't need to do this.  


Now on to heightmap editing!
Save this .esp. You will probably want to name this .esp something similar to the name of the new worldspace. Now define your worldspace in the CS (World > World Spaces > New, give it a name and adjust the settings as desired within that window (you can change climate and water settings later, map will come last (none of these are covered in this primer))). Don't create any terrain for this worldspace quite yet, just have it defined. Save the mod again. Although this may seem a bit redundant, some aspects of the heightmap editor (notorious for being problematic as you probably know) don't work particularly well when working on a worldspace which has not been saved (it's a memory thing); saving the mod records the definition of the worldspace within the .esp, so it is more stable (or something). Now you can begin within the heightmap editor.


===Using the Heightmap Editor===
===Using the Heightmap Editor===
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