How to begin creating a new worldspace...

Post » Wed Jun 20, 2012 12:03 pm

So I came up with the idea to start modding by chilling out and create a whole new alternate dimension that would mirror real-life medieval era styles and cultures taking on a catholic-faith style kingdom. Put simply, I'm just gonna chill out, knock back a few cans of sweet tea or whatever over the next year or whatever, and create my own world. Only problem atm is, I cant find the tamrial worldspace in the creation kit to make a copy of, change the id on my copy to something different and making it, its own worldspace, and then wiping everything clean to make the mountains and whatever. Can you tell me how to start one from scratch then?

And while were at it, if any of you have ever made a mod like this can you compose a general, catch-all list of the things you made first as you made your worldspace like this maybe. e.g.:

1. Mountains and overall land mass curvature and watnot
2. Major establishments and cities marked out for building.
3. prominent features.
4. build cities and paint land textures.
5. flesh out cities and begin making wilderness with rocks, trees, and watnot.
etc.etc.
User avatar
Lavender Brown
 
Posts: 3448
Joined: Tue Jul 25, 2006 9:37 am

Post » Wed Jun 20, 2012 1:55 am

If I didn't had to write tons of pages to answer your questions I would but seriously , nobody coudl sum up in few lines a whole tutorial on the above requests , the best thing you can do is start of with basic tutorials if you know nothing of CK , if you know a little then you can head over the CK subforum and look for all the Worldspace creation threads ... but basically you start by making a new heightmap in whatever program , tool or even handpainting way you find it best for you ....
User avatar
gandalf
 
Posts: 3400
Joined: Wed Feb 21, 2007 6:57 pm

Post » Wed Jun 20, 2012 2:13 am

Okay thanks, I took the construction set tutorial for oblivion and finished it, so with a bit of work I can remember how to use landscape editors, terrain paint, and all the basic things. I'll just go over to the CK forum and look that up. :D
User avatar
Katy Hogben
 
Posts: 3457
Joined: Mon Oct 30, 2006 12:20 am

Post » Wed Jun 20, 2012 2:10 pm

Okay, heightmap creation was just painful on the creation kit. I had no idea where to put land in contrast to water and successfully mucked that about, finally got land raised thousands of feet to make a flout mountain area above water. Which by the way, I got a measly amount of space I was allowed to work with anyways. I enventually gave up and started researching good heightmap creators and grabbed a copy of worldmachine because its supposed to be able to do heightmap creation and land texturing and everything else under the sun. So I'm learning that now because I have sinus drainage and cuoughing keeping me up from sleeping the last two or so hours of the night away. This program looks really promising and it might not take a year to make the land and everything after all. :D
User avatar
m Gardner
 
Posts: 3510
Joined: Sun Jun 03, 2007 8:08 pm

Post » Wed Jun 20, 2012 5:16 am

I am going to upload the first tutorial tomorrow. Dont waste time with the CK, get L3DT trial.
User avatar
Cool Man Sam
 
Posts: 3392
Joined: Thu May 10, 2007 1:19 pm

Post » Wed Jun 20, 2012 4:06 am

The Creation Kit's heightmap editor is deprecated. The dev team didn't use it.

By the way, is handpainting a heightmap really a wise idea?
User avatar
Monika Krzyzak
 
Posts: 3471
Joined: Fri Oct 13, 2006 11:29 pm

Post » Wed Jun 20, 2012 1:13 am

I'm coming along with world machine and the land is looking pretty promising, I spent most of my morning today reading the user manual for it and looking at everything as i did, then started making the land off of an infinitely pre generated world. Theres a way to hand make the land shapes and it doesnt have an infinite amount of land that is generated by virtual sound or whatever it is in this program, but I'm still not sure about how to go about using this program so I'm not skilled enough to make the landspace by hand yet, but I am figuring things out.

I figured I would import the file into the creation kit and then start painting the textures just for fun and whatnot, I dont know if it is a good idea to paint by hand or not since I've pretty much never modded before.
User avatar
Ronald
 
Posts: 3319
Joined: Sun Aug 05, 2007 12:16 am

Post » Wed Jun 20, 2012 10:00 am

Consider that the landscape generated in WM is way more detailed than needed in Skyrim and in the end you will end up covering most of the mountains with premade elements of the CK , because the engine doesn't handle well mountains and level detailngs ... plus you can't get working lods and vertex color maps etc in CK so don't waste time making the colors and all , just use the land data and then upload in CK ....
User avatar
Nick Jase Mason
 
Posts: 3432
Joined: Sun Jul 29, 2007 1:23 am

Post » Wed Jun 20, 2012 5:56 am

I just wish that SOMEONE, SOMEWHERE would at least make a simple, easy to follow tutorial on really basic worldspace generation in the CK.

All i really want to know is:

How do you successfully create a worldspace that inherits the terrain from it's parent area.

Thats it. I don't want to generate new heightmaps, I don't want to spend hours learning tools other than CK. Just make a worldspace that copies a little piece of Skyrim.
User avatar
Timara White
 
Posts: 3464
Joined: Mon Aug 27, 2007 7:39 am

Post » Wed Jun 20, 2012 9:07 am

Consider that the landscape generated in WM is way more detailed than needed in Skyrim and in the end you will end up covering most of the mountains with premade elements of the CK , because the engine doesn't handle well mountains and level detailngs ... plus you can't get working lods and vertex color maps etc in CK so don't waste time making the colors and all , just use the land data and then upload in CK ....
Spoiler

[img]http://i1221.photobucket.com/albums/dd478/7vincent7black7/0000-1.png[/img]

I was ultimately looking to make a relatively flat green pasture-like land with mountains and some large lakes. This is the general idea, I could probably upload this as is, raise all the ground up that is under the many numerous infinitesimal water areas and make them dry land and have that be flat, and make the mountain-like areas bigger and go from there. Granted this is my first time using this so its probably not the best work ever.
User avatar
trisha punch
 
Posts: 3410
Joined: Thu Jul 13, 2006 5:38 am

Post » Wed Jun 20, 2012 12:18 pm

I just wish that SOMEONE, SOMEWHERE would at least make a simple, easy to follow tutorial on really basic worldspace generation in the CK.

All i really want to know is:

How do you successfully create a worldspace that inherits the terrain from it's parent area.

Thats it. I don't want to generate new heightmaps, I don't want to spend hours learning tools other than CK. Just make a worldspace that copies a little piece of Skyrim.

then just create a new worldspace and check the checkbox where says use lods from tamriel and the stuff from tamriel .... inherit the same worldspace ...
User avatar
Tyrel
 
Posts: 3304
Joined: Tue Oct 30, 2007 4:52 am

Post » Wed Jun 20, 2012 4:06 am

then just create a new worldspace and check the checkbox where says use lods from tamriel and the stuff from tamriel .... inherit the same worldspace ...

Tried that. Didn't work. See Previous Post on this subject:

What I'd like to see, first and foremost, is a step by step procedure in the CK to set up a worldspace that uses Tamriel as a base...so far, I haven't been able to even get the worldspace to actually pull in the terrain near the location I defined (I'm experimenting with the shoreline in the far NW corner of the map, right at the Hammerfell barrier, since it's easy to find and almost nothing is there)

http://i591.photobucket.com/albums/ss358/RedwoodElf/WorldDesign01.png (Cell temporarily renamed for easy finding)

http://i591.photobucket.com/albums/ss358/RedwoodElf/WorldDesign02.jpg (Note the selected cliff item being used as the anchor)

http://i591.photobucket.com/albums/ss358/RedwoodElf/WorldDesign03.jpg (Checked Use for all the data)

http://i591.photobucket.com/albums/ss358/RedwoodElf/WorldDesign04.jpg
User avatar
Sara Johanna Scenariste
 
Posts: 3381
Joined: Tue Mar 13, 2007 8:24 pm

Post » Wed Jun 20, 2012 9:27 am

Not to take up space ignoring your issues Redwood, I thoroughly examined your pictures and everything but as far as CK goes, I'm not knowledgable as you probably noticed since I got WM instead to make my world. So no disrespect intended when I upload this image here where I painted different colored lines to mean different things I might do or take away when I import. I'm the type to discuss things with people before I jump in and just do it generally.

Brown lines = areas where I might raise the mountains in the borders. Unless I decided to later on when I have a clear region plan established later on, I probably wont make mountains going across or through the middle area, it can make traversing the area in most games a bit irritating for some including myself. and haveing an impenetrable mountain I cant explore, and cant easily go past, right in my path has known to become an annoyance at times.

Bright yellow/green circles = lakes and water spots I WILL remove.

bright yellow/green dotted lines = I dont know if I should remove the indicated water areas, or leave them and eventually name them and make them an important part of the region as well. Without further ado the picture I speak of.

Spoiler
[img]http://i1221.photobucket.com/albums/dd478/7vincent7black7/0000-2.png[/img]

The Giant ocean surround by brown lines/mountains will probably by a high up area where the mountains went upwards over the years forming a huge paradise-like bason area. Probably lots of animals like deer, elk, wolves, tigers and tigeresses, bears, the works. Could possibly make them all nonviolent where they all run off except the bear or something. Or make them just nonviolent to the player and have it be a cool place to hang out and chill.
User avatar
Amy Masters
 
Posts: 3277
Joined: Thu Jun 22, 2006 10:26 am

Post » Wed Jun 20, 2012 3:53 am

Natural borders are important...the only thing more annoying than an impassable mountain range is an impassable invisible barrier.

I presume the blue squiggle is going to be a river, starting from some waterfalls going down the afforementioned cliffs-of-insanity?
User avatar
Nick Tyler
 
Posts: 3437
Joined: Thu Aug 30, 2007 8:57 am

Post » Wed Jun 20, 2012 2:16 pm

Oh yeah, forgot to mention that. That was an afterthought that pretty much went like this:

"crap, I cant delete that massive thing off a mountain!!! Eh, I might keep it around, it could make a killer place to visit, hm, what if I added a waterfall and a river leading to the major lake near the bottom. All beautiful animal haven-like areas like that have to have a lovely waterfall...*scratch, squiggle, scratch* There!"
User avatar
Pat RiMsey
 
Posts: 3306
Joined: Fri Oct 19, 2007 1:22 am

Post » Wed Jun 20, 2012 2:30 am

Cool, a tutorial woul dbe nice.
User avatar
Chrissie Pillinger
 
Posts: 3464
Joined: Fri Jun 16, 2006 3:26 am

Post » Wed Jun 20, 2012 3:29 pm

Cool, a tutorial woul dbe nice.

http://www.gamesas.com/topic/1343653-creation-kit-video-tutorials-merged/

This thread has tons of youtube video tutorials, they just didnt have what I was looking for unfortunately. there was one, but it was in a totally different language, but the others are good for trying all the other various types of mods. :tongue:
User avatar
Sarah MacLeod
 
Posts: 3422
Joined: Tue Nov 07, 2006 1:39 am

Post » Wed Jun 20, 2012 11:34 am

I need to output the file, but I dont know what file type to output it as to have it work with creation kit, Prometheus what file type should it be?
User avatar
Manuel rivera
 
Posts: 3395
Joined: Mon Sep 10, 2007 4:12 pm

Post » Wed Jun 20, 2012 11:26 am

raw file , it wil save as xxxx.r16 , just rename from *.r16 to *.raw ....
User avatar
Jessie Rae Brouillette
 
Posts: 3469
Joined: Mon Dec 11, 2006 9:50 am

Post » Wed Jun 20, 2012 1:24 pm

Uploading part one of tutorial today.
User avatar
Sabrina garzotto
 
Posts: 3384
Joined: Fri Dec 29, 2006 4:58 pm

Post » Wed Jun 20, 2012 11:35 am

Okay, thanks for responding Prometheus.

@thekarithian I have a feeling your video tutorials will be quite popular and useful. Thanks for that. :biggrin:

I must be doing SOMETHING wrong. I open creation kit, load bethesda.esm in data so I have its files to work with, world, worldspaces, New, Ok. Then I go to world, Heightmap Editing, 0000.Caleron, File, Import, (I made a copy of the .raw file after setting resolution to 1024x1024 in raw 16 format, and moved it into the data/heightfield folder in skyrim folder) click yes I want to import raw files into heightmap editor. Then the whole creation kit stops working correctly...
User avatar
Angelina Mayo
 
Posts: 3427
Joined: Wed Jan 24, 2007 4:58 am

Post » Wed Jun 20, 2012 3:51 am

Okay, thanks for responding Prometheus.

@thekarithian I have a feeling your video tutorials will be quite popular and useful. Thanks for that. :biggrin:

I must be doing SOMETHING wrong. I open creation kit, load bethesda.esm in data so I have its files to work with, world, worldspaces, New, Ok. Then I go to world, Heightmap Editing, 0000.Caleron, File, Import, (I made a copy of the .raw file after setting resolution to 1024x1024 in raw 16 format, and moved it into the data/heightfield folder in skyrim folder) click yes I want to import raw files into heightmap editor. Then the whole creation kit stops working correctly...

From the posts I've seen, CK's Heightmap editor doesn't work. Thus everyone talking about using other programs to make heightmaps. Some people shouldn't need it (Like me, who just wants to import the Tamriel Heightmaps) but nobody in the entire universe apparently has any idea how to get that functionality to work either.l
User avatar
Ashley Campos
 
Posts: 3415
Joined: Fri Sep 22, 2006 9:03 pm

Post » Wed Jun 20, 2012 4:48 am

I've created my heightmap, now I just want to do landscape editing with the creation kit and began modding it to work with skyrim. :(
User avatar
Robyn Howlett
 
Posts: 3332
Joined: Wed Aug 23, 2006 9:01 pm

Post » Wed Jun 20, 2012 1:47 am

I'd like to think they will be useful, but for some reason every time I try to compile them and do much thats meangful with fraps and the like, I get a frozen desktop. Going onto some full screen video views with avi and flv freezes the comp. This may be more complicated than I thought. Give me a while. No idea why it crashes.
User avatar
Naughty not Nice
 
Posts: 3527
Joined: Sat Nov 04, 2006 6:14 am

Post » Tue Jun 19, 2012 11:46 pm

Dont feel bad, this sort of thing happens. Heck my wmp freezes after a few minutes of playing music and even opening taskmanager is a pain, and apparently I cant even open my heightmap and do some landscape editing in the creation kit either so these things happen...
User avatar
Katie Pollard
 
Posts: 3460
Joined: Thu Nov 09, 2006 11:23 pm

Next

Return to V - Skyrim