http://www.gamesas.com/topic/1343497-heightmap-editing-and-world-editing/
http://www.gamesas.com/topic/1345519-creating-new-worldspaceshow-to-get-around-the-broken-ck-features/
If one of the developers see this! The LOD generator in the CK is completely broken and useless to us, it does not create LOD texture files properly.
Rundown of bugs with the Creation Kit LOD generator:
- Textures generated have black parts on them....sometimes around the cell borders, somethings just covering half the texture.
- Tree LOD does not work. The LOD meshes do not dissappear when you get close, you can see them sticking out of the trees.
- LOD objects are often not UV mapped correctly leading to bad LOD.
Bugs when importing heightmaps:
- Clicking on the overview asked if you want to save the current texture, which causes a crash 100% of the time.
- Crashes for most people.
Tools some people are using to get around using the CK for this:
Oscape Thread: http://www.gamesas.com/topic/1320917-wip-preview-oscape-landscape-lod-generator/
TESAnnwyn and TES4qLOD Thread: http://www.gamesas.com/topic/1311730-release-tesannwyn-and-tes4qlod-for-skyrim/
I haven't used them yet, so you'll have to follow some other instructions on how to use them. Maegfaer and thekarithian, can you put up some updated information?
And some proof of LOD working now from Maegfaer and the MERP project:
http://img52.imageshack.us/img52/6223/2012021300018.jpg
http://img16.imageshack.us/img16/7513/2012021300011.jpg
http://img163.imageshack.us/img163/5659/2012021300012x.jpg
http://img822.imageshack.us/img822/156/2012021300013.jpg
http://img267.imageshack.us/img267/1994/2012021300019.jpg
Onto copy-pasted info from the past thread:
Creating a Worldspace:
Create your worldspace in the worldspace menu....its pretty easy. Fill in the data as needed (look at other worldspaces for what is required) and refer to the wiki: http://www.creationkit.com/World_Spaces
Heightmaps:
Most people have only had success by creating heightmaps outside of the CK and importing in the .RAW image/s. The .raw image represents a Quad which is 32x32 cells. THe default viewing size for a quad in the CK is 4 on the screen and the position 0,0 of the map is location at the center point between quad; -1_0, 0_0, -1_-1, 0_-1. So if you want to build around the 0,0 point of your world, you will need 4 quads of heightmap. See this diagram for more infomation:http://cs.elderscrolls.com/images/8/80/Overviewgrid.jpg
To import a .raw, you need to put it in your Skyrim/Data/HeightField Folder (make it if it doesn't exist). It must then be named for whatever quad it is supposed to fill. For my world of 4 quads I imported -1_0.raw, 0_0.raw, -1_-1.raw, 0_-1.raw
.raw files also need special fomratting as per the wiki: Use 1024x1024 16-bit RAW format images with Raw Option settings: Header: 0, Non-interleaved Order, Count: 1, Depth: 16 Bits, Byte Order: IBM PC.
Once you have your files in place, load up your mod iwth the CK, and open it in the heightmap window, go file -> import and a loading bar will start. WHen you get a "File in use error - Waiting" bow come up, click cancel each time. Once complete close the window. Your hieghtmap should be imported, load it in the render window to be sure.
I would also suggest removing the .raw files from the folder then (put them somewhere safe) as it sort of looks like the CK auto-imports them when you open the heightmap editor.
Now remember, this tool is very resource intensive and if your computer isnt fairly beefy expect crashes. A soon as you can, save your mod. I am able to (though I hear others just get crashing) to use the other tools in the hieghtmap and then click 'save' to save my changes. However I am running an i7 (2600k) with 8 Gigs of RAM, less hardware may not be able to handle it.
Regions:
Regions still work the same as previous games, and seem to be fairly bugfree, though can be a bit crash happy when you generate.
Since its the same, these tutorials from Fallout and still aply:
http://www.truancyfactory.com/tutorials/fallout3/fallout_regions.html
I've also found the GECK WIki to be useful:
http://geck.gamesas.com/index.php/Regions
Worldspace .LOD file
Every worldspace requires a .lod file that says how big it is. The CK will generate one for you, but you must have a lodsettings folder in your Skyrim/Data folder for it to work.....for some reason if the folder isn't there for it ot put the file in, it does not make the file.
Creating the LOD:
This is where it gets tricky. The CK's built in LOD generator is broken, it does not make the textures properly for the LOD meshes. It will also destroy your heightmap if you try to generate LOD textures and your working in an .esp.
For that reason, Maegfaer has written this guide to using Oscape to create the LOD.
1. Make sure your heightfield ESM (can't be ESP, Oscape won't read ESP worldspaces for some reason) is activated in your mod load order list.
2. Start Oscape, make sure that it's in Skyrim mode (under 'Game').
3. Click Fill.
4. Select your worldspace in the list, check feature-map and surface-map boxes.
5. Browse to desired output folder, doesn't have to be in your Skyrim directory, anywhere will do.
6. Click Extract. If you get an error message that it can't find the worldspace, close Oscape and return to step 2. This always happens for me, second try does work.
7. Wait until it is done, Oscape should automatically switch to the second tab (Preview).
8. Usually all the data here is already correct, it will give you rough view of the RAW file it extracted (don't skip all the previous steps because you already have a RAW file btw, Oscape's is different) and in the tables you can select which area will be generated. Default is everything.
9. Go to the next tab 'Generator'.
10. The first value you should change is 'Target of max. resolution'. Try a value of 728000. Don't ask me details, I don't know all the details how it works, but this is a good value for my map. Higher and it crashes for me.
11. Under that, make sure the 'Meshes', 'Normals' and 'Colors' are enabled.
12. For 'Meshes', disable DirectX and Wavefront.
13. For 'Normals' and 'Colors', disable PNG, PPM and all the resolutions except for 1024 (or if you prefer a different resolution choose that).
14. At the bottom select the output folder, can be anywhere. Click Generate.
15. When it is done, Oscape switches to the 'Installer' tab. Enable all the 'Install' boxes here. At the bottom of the tab browse to your Skyrim Data directory. Click install.
16. When installing the textures, Oscape always gives me errors that it can't convert the .dds files. I always press Retry and then it seems to work (keep holding down Enter if you get thousands of messages).


BTR files can hold maximum 32k points/triangles. Skyrim has ~1000 points per 4x4 tile. The dropdown has 500 precaclculations for you, variations of the maximum (X.0/32400) and Skyrim's default (X.0/1000). The total number of points of course depends on your WS-size, MERP could have 8 million, some island has barely 30000 (! yes that low). The CK would make 4000 points/triangles for an island inside a 8x8 area. 1000 in each 4x4 tile. It's just math and intuition what's the correct number. That's why there are 500 presets - which are relative to your tile-count, so you don't need that much math, just the intution. 