Difference between revisions of "Heightmap editor"

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677 bytes added ,  14:49, 2 August 2009
imported>Vagrant0
imported>Vagrant0
 
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You can do quite alot with the heightmap editor, you just need to be willing to take the time to learn how to use it. Just because you can do large scale work in the heightmap editor doesn't mean that it should be the sole means of doing all your terrain work. Often, the landscape editor, although working on a smaller scale can be much more effective for finishing up an area. The general workflow for any large worldspace should start in the heightmap editor, but end using the landscape editor to make sure those key places have the right heights and shapes.
You can do quite alot with the heightmap editor, you just need to be willing to take the time to learn how to use it. Just because you can do large scale work in the heightmap editor doesn't mean that it should be the sole means of doing all your terrain work. Often, the landscape editor, although working on a smaller scale can be much more effective for finishing up an area. The general workflow for any large worldspace should start in the heightmap editor, but end using the landscape editor to make sure those key places have the right heights and shapes.
--[[User:Vagrant0|Vagrant0]] 15:26, 2 August 2009 (EDT)


After you have gotten your landscape to about where you want it, and are ready to proceed to generating regions or adding items, it is suggested that you convert the .esp to a .esm. Doing so will not only lock your landscape as it is within that .esm, but will also allow resources to be freed up, allowing a lower potential for crashing when placing items, or even texturing. Although this will require merging any changes into that .esm (backup before merging, and keep incremental backups of the .esm and .esps (including the merge order)), it can be incredibly useful in ensuring that major errors do not happen while working, requiring you to start from scratch. You can always convert back to a .esp before releasing your mod.


== See Also ==
== See Also ==
*[[Heightmap_Editing]] More technical explanation.
*[[Heightmap_Editing]] More technical explanation.
*[[Basic_Landscaping_Tutorial]]
*[[Basic_Landscaping_Tutorial]]
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