Difference between revisions of "Heightmap Editing"

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306 bytes added ,  14:10, 21 October 2009
imported>Deathbane27
(→‎Main Menu: Adjusted info for Export menu)
imported>TheMagician
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:*'''Mesh errors''' The heightmap editor frequently creates some errors in the generated landscape mesh. These are most frequently located in cell 0,0 and the corners of each quad. These are rips in the mesh that cause errors when saving the esp. When you save it and get error messages about the CS being unable to create the mesh for a cell, write down the cell cordinates (don't hit "yes to all"). If you quit before fixing these errors, on reloading your mod the entire cell will be "missing" e.g. be set to elevation 0, which is hard to fix. To avoid this, load up the cells with errors in the render window, switch to wireframe view (w), and turn on the cell borders (b). Look around the edges of the cell (most often its the lower left corner), and if you find the anomaly, use the soften or flatten vertices tool to mend the mesh. In general, it is best to correct these errors with the local landscape editing tools as corrections done with the heightmap editor can re-introduce the same errors during the saving process - even after initially fixing them.
:*'''Mesh errors''' The heightmap editor frequently creates some errors in the generated landscape mesh. These are most frequently located in cell 0,0 and the corners of each quad. These are rips in the mesh that cause errors when saving the esp. When you save it and get error messages about the CS being unable to create the mesh for a cell, write down the cell cordinates (don't hit "yes to all"). If you quit before fixing these errors, on reloading your mod the entire cell will be "missing" e.g. be set to elevation 0, which is hard to fix. To avoid this, load up the cells with errors in the render window, switch to wireframe view (w), and turn on the cell borders (b). Look around the edges of the cell (most often its the lower left corner), and if you find the anomaly, use the soften or flatten vertices tool to mend the mesh. In general, it is best to correct these errors with the local landscape editing tools as corrections done with the heightmap editor can re-introduce the same errors during the saving process - even after initially fixing them.
:*'''Go easy!''' It's very easy to overdo it with raising land, creating huge unnavigable mountain ranges instead of the nice hilly landscape you planned, especially when using the standard color masking options. Go easy when raising the land, keep the intensity low, and maybe adjust the color masking options to something more sensitive for the lower elevations. The values and colors depicted in this [[:image:colormasking.jpg|image]] were used to generate and shape Cyrodiil for TES:IV Oblivion.
:*'''Go easy!''' It's very easy to overdo it with raising land, creating huge unnavigable mountain ranges instead of the nice hilly landscape you planned, especially when using the standard color masking options. Go easy when raising the land, keep the intensity low, and maybe adjust the color masking options to something more sensitive for the lower elevations. The values and colors depicted in this [[:image:colormasking.jpg|image]] were used to generate and shape Cyrodiil for TES:IV Oblivion.
:*'''Raw files''' The heightmap editor will automatically load any .raw files in your HeightField folder into the canvas window, so if you have been using .raw files and you want to work on a new heightmap that does not use .raw files you will have to remember to remove them to access your new heightmap.


====See also:====
====See also:====
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