Talk:WorldBuilding 101

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Linked Doors Issue[edit source]

This all worked fine for me until I started adding linked doors to the mod. None of the doors appeared though they were all there fine in the CS. As soon as the game was run every linked door disappeared. I tried all kinds of things to fix the issue. Finally I removed the new start point plugin as described here. The doors were all there and worked. I ran the plugin again and lo! no doors. What was corrupted?

Is it possible you are using some plug-in that is conflicting there? The Imperial Dragon 13:36, 8 September 2006 (EDT)

Line Dividing the Quadrant in Half? Plus note about RAM[edit source]

"you need to click on the line dividing the quadrant in half at the far right of the light green box." What does this mean?

It might also be of interest for future worldspace modders that following this tutorial requires you to have, at least, 2GB of RAM. I have been doing this tutorial and always running into crashes, as my memory is tapped out by this. Dark_Reign_Modder

TESAnnwyn[edit source]

It may be of interest to modders using this tutorial in conjunction with TESAnnwyn that a quick preliminary test using the settings recommended by the author for FWE (2880 x 1440 dimensions, 500 thousand year water erosion, 1 million year wind erosion, 4200 meter drop in sea level) required the following input to TESAnnwyn (v0.20) to produce a heightmap without overflow/underflow errors: tesannwyn -i 4 -d 2880x1440 -h -1024 -s 0.0425 TestRaw.raw (where TestRaw.raw is the name of the raw file produced by FWE).

This produced a landscape composed of pointy sand dunes and a lot of beach-front property. The -h -1024 adjustment was necessary to raise water to an acceptable level, and a significant amount of smoothing would be required to even everything out. It was walkable and pretty much error free on a quick inspection, but far from ideal. Max height at these settings was 33.858 meters, min -14.82. The worldspace produced was 4140 cells at 90 x 46. Pretty spacious, if dull. I'll run some more tests on FWE and TESAnwynn at a later date to try and come up with some better settings. I thought I'd add this note here because using TESAnnwyn makes part 2 of the tutorial unnecessary, which is a nice benefit for those of us who don't have access to Photoshop.

As an aside, I think it might be useful to separate the tutorials for generating heightmaps using various tools (FWE, GeoControl, CS, etc.) from the scripts and other set up required for starting a total conversion (as illustrated in part 4 of this tutorial) into separate pages and connect them with links. I'm thinking something similar to the categories used for texturing and editing meshes: Photoshop:Texturing..., Gimp:Texturing..., NifSkope:Retexes..., etc. It's a little more modular that way. In fact, it might be better to have tutorials for generating heightmaps in each tool (FWE, GeoControl), editing heightmaps (Photoshop), importing/exporting heightmaps (TESAnnwyn, CS), etc. I'm kind of rambling here, so maybe this has already been done, but it just occurred to me now. --TheMagician 00:57, 21 March 2008 (EDT)

Matter of limited numbers of people working on the Wiki. There are only a handful of people actively editing pages, and only three of us, really, are regulars at the moment. Good idea, but if you'd like it done in the near future you'll probably have to do it yourself; none of the regulars know anything about landscaping as far as I know (I certainly don't), so we can't really do it right.
That said, if you would like to do it, that would be awesome. Any input is appreciated, and something like that would really be great. So, if you're up to it, please do!
Dragoon Wraith TALK 04:03, 21 March 2008 (EDT)

Why those coordinates?[edit source]

I tried this tutorial and mostly have been able to follow it. Just wondering why you say "we are doing a 4x4 grid so we will be using from -2_1 to 1_-2." Is there a particular reason it couldn't be from 0_3 to 3_0? Also, I tried an 8x4 and the editor seems incapable of saving the textures without crashing but now I realize just how truly massive a 4x4 grid is in-game! --Nixlplix 02:47, 8 April 2008 (EDT)