Difference between revisions of "Heightmap Editing"

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123 bytes added ,  22:53, 8 October 2006
→‎Main Menu: Adjusted info for Export menu
imported>Noah
imported>Deathbane27
(→‎Main Menu: Adjusted info for Export menu)
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::*'''Import''' This option allows you to use 1024x1024 16-bit RAW format images as a starting template for heightmap painting. These should be located in your "Oblivion\Data\HeightField" directory and named according to [http://cs.elderscrolls.com/constwiki/index.php/Image:Overviewgrid.jpg this grid] (ex: Oblivion\Data\HeightField\0_0.raw). The files should also have been saved with these Raw Option settings: Header: 0, Non-interleaved Order, Count: 1, Depth: 16 Bits, Byte Order: IBM PC.
::*'''Import''' This option allows you to use 1024x1024 16-bit RAW format images as a starting template for heightmap painting. These should be located in your "Oblivion\Data\HeightField" directory and named according to [http://cs.elderscrolls.com/constwiki/index.php/Image:Overviewgrid.jpg this grid] (ex: Oblivion\Data\HeightField\0_0.raw). The files should also have been saved with these Raw Option settings: Header: 0, Non-interleaved Order, Count: 1, Depth: 16 Bits, Byte Order: IBM PC.


::*'''Export''' This option allows you to export heightmap sections in 1024x1024 16-bit RAW format images. The files are created to "C:\Program Files\Bethesda Softworks\Oblivion" and named "Q1.raw" through "Q4.raw". These files can be opened in Photoshop with these Raw Option settings: Count: 1, Depth: 16 Bits, Byte Order: IBM PC.
::*'''Export''' This option allows you to export heightmap sections in 1024x1024 16-bit RAW format images. The files are created to the main Oblivion folder ("C:\Program Files\Bethesda Softworks\Oblivion" with default installation) and named "Q1.raw" through "Q4.raw". These files can be opened in Photoshop with these Raw Option settings: Count: 1, Depth: 16 Bits, Byte Order: IBM PC. (Paint Shop Pro does not seem capable of handling 16bpp .raw files.)


::*'''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]].
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