RapidWaterOver Posted August 8, 2016 Posted August 8, 2016 I'm been messing around with making a new worldspace in the GECK, and I've run into an issue that's really getting me bothered. I've made a heightmap that I created from official USGS images, and it looks really good and very high quality. And I do have the correct file formats for importing; RAW, greyscale, 1024x1024, 16bpp images that are also named correctly (at least I'm pretty sure). But when I go into the GECK and try importing it into my plugin, the editor will only use Q2 and nothing else even though it does process Q1, Q3, and Q4. I exit the heightmap editor and try saving, and then I'll get this: "MASTERFILE: Error saving land height Data for cell...". I've been trying to figure this out for the last week and can't make heads or tails about what I'm doing wrong. To clarify a little bit, I can make and save heightmaps directly in GECK by painting them just fine. But when I try importing one, the GECK starts to shit it's pants. Also semi-related, but I was wondering how you smooth out heightmaps. What I can get imported has ugly pointy peaks all over it. It appears I was a little premature in posting this, as I did manage to figure out both how to get all 4 quads to be used and to save everything, and how to make my heightmap not have jaggies all over the place. BUT it seems I'm limited to making maps that are 64 cells deep and across, but I guess that's not the end of the world. What I'm curious about now though, is there a quick way of texture painting the land? Having to manually paint each and every single of the 4096 cells my map has is something I'm not looking forward too. You'd think there would be a way to import a texture map or something, or at the very least a "randomize terrain" feature.
RapidWaterOver Posted August 13, 2016 Author Posted August 13, 2016 Okay so I've got an idea. Basically make a script for FNVEdit, and then have that at least create randomized terrain (the whole reason I want this process to go faster is because A) I don't want to have to spend literal months - hell even up to a year+ - having to manually go through 4096 cells painting on land and I'm basing my worldspace of a in real life area, so I'd also like the flora to be as accurate to the real world as possible, and simply using the paint tools in the GECK would make that even longer and harder). So...where can I find the API that TES5Edit and family use? Googling doesn't really bring anything up, and there really isn't a whole lot in the way of sample scripts to be found to look through and figure things out concretely.
Guest Posted August 13, 2016 Posted August 13, 2016 If it works, it could be a great idea. But I do feel a lil skeptical, due to the way I use to paint the terrain which strongly depends by the objects I place on the ground (rocks, trees etc), it relies to their shapes, orientation, position and size, not sure if a script could really do something like that. 4k cells' a bit too much for a single person, navmeshing them all will be a real hell even with auto navmesh. Hats off to you if you succeed well!
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