Any advice on creating a small parallel world?

Post » Tue Jun 19, 2012 6:54 pm

I'm planning to use the CK for a self-contained series of quests called "Dark Energy", in my own gameworld, Enigma Mundi.

In the time available, I'll need to focus on the story, keeping everything else as simple as possible.

So, I'm not planning to build an entire world, just a few small exteriors, connected by portals. I only need urban and rocky enclaves, with sky and space for dragon combat.

In view of the current issues with http://www.gamesas.com/topic/1354274-creating-new-worldspacesdiscussion-thread-4/, I'm looking for advice.

Should I simply focus on building with landscape pieces, with no terrain?

If that's a non-starter, is there a child's guide (not a video) about making height maps in Photoshop?
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Juan Cerda
 
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Post » Tue Jun 19, 2012 1:24 pm

Proleric, I made a small worldspace in my Domus Dementis mod, and avoided the landscape entirely by using static landscape pieces. It was not huge, and ended up being completely encased and only a couple of cells wide, but it seems to work fine. I guess as long as the distance is not great and you have fairly large objects around the cells you are working on, heightmap editing may not be necessary. It can be a bit of a pain getting all of the pieces set to avoid voids, but it can be done.
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Beth Belcher
 
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Post » Tue Jun 19, 2012 5:38 pm

Proleric, I made a small worldspace in my Domus Dementis mod, and avoided the landscape entirely by using static landscape pieces. It was not huge, and ended up being completely encased and only a couple of cells wide, but it seems to work fine. I guess as long as the distance is not great and you have fairly large objects around the cells you are working on, heightmap editing may not be necessary. It can be a bit of a pain getting all of the pieces set to avoid voids, but it can be done.
Thanks.

I'll probably do that.

Since my worldspaces won't be embedded in the Skyrim map, I'll need to surround them with mountains or whatever (as you imply), and avoid high viewpoints.

Just in case that doesn't work, does anyone know of a mickey mouse guide to heightmaps?
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Connor Wing
 
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