Making from scartch a worldspace...

Post » Thu May 26, 2011 8:48 pm

So, let me first say that I've been modding for Oblivion/FO3 since Oblivion came out, so I know what kinds of projects get finished, what don't, and how to pace myself. I've decided that I'd like to make a TC. But before you scoff at it, listen at what I'm asking. The thing about this project, is that it'll be playable once only a fraction of it is complete, because instead of giving myself a giant worldspace to flesh out and hundreds of NPCs to author, I'm going to start extremely small, building the place one small area at a time. First will come the starting area, then the area immediately around it, and from there, well, I won't even plan it out, I'll think about it when I get to it. I'm undertaking this because I feel that in a way the Fallout series has gone as far as it can in time without completely losing its feel of post-apocalypse-ness, and I'd like to make something that'll explore what it'd would've been like to be around when the bombs actually fell.

So what I need are tips on creating a small worldspace. I've tried it before, but I've never really been able to get my heightmaps to work properly, and the worldspace always keeps adding those irremovable boundary cells any time I get to close to the edge of the terrain (grrr). Anyway, a couple of pointers for this would be nice.
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Ashley Hill
 
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Post » Thu May 26, 2011 10:10 pm

This should help you out. I am working on my won world space, but lucky for me its damn near flat XD

http://geck.gamesas.com/index.php/Regions

Main thing to note is that regions handle borders, and it always defaults to the furthest border region if you have more then one in a world.
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Claire Jackson
 
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Post » Fri May 27, 2011 11:15 am

This should help you out. I am working on my won world space, but lucky for me its damn near flat XD

http://geck.gamesas.com/index.php/Regions

Main thing to note is that regions handle borders, and it always defaults to the furthest border region if you have more then one in a world.


Omg....I can generate landscape w/ whatever I want on it with this!? :o

On this note, has anything changed in FO:NV about how meshes are handled? I need to learn how to get statics from the game into Blender and then back into the game (damned Nifskope has become one of the things I hate more than anything to exist, ever), so I can bring in some existing buildings and take chunks out of them to make destroyed meshes.
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Lindsay Dunn
 
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Post » Fri May 27, 2011 6:57 am

Yup.

One thing you should remember is that getting the density of objects and terrain texture is a PITA, so never close the GECK while doing region editing. As soon as you do, all the generated objects are marked as hand placed, and the "Obliterate Now" function will not work. So I suggest you set up your regions and save before doing any generation, then back up your ESP.

Example world generation
http://i19.photobucket.com/albums/b200/staplehead78/FalloutNV2010-10-2223-10-31-85.jpg
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Wayne Cole
 
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Post » Fri May 27, 2011 8:04 am

wow that's phenomenal!

I've been looking through the wiki page on them and it seems pretty powerful, can you choose where roads are laid out?
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Michael Russ
 
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Post » Fri May 27, 2011 1:43 am

not really that powerful XD its more for generating landscapes, something that would otherwise take forever to do.
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Robert Jackson
 
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Post » Fri May 27, 2011 11:34 am

Kk, still incredibly handy though! :D
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gary lee
 
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Post » Fri May 27, 2011 11:12 am

Have you guys been able to create a worldspace with a correct water level? So you could make lakes or beaches? In fallout 3 I labored for days and was never able to get that to work.
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Isaiah Burdeau
 
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Post » Fri May 27, 2011 1:44 am

What do you mean?
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Anne marie
 
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Post » Fri May 27, 2011 1:05 am

I've noticed that in GECK water level is sometiems tricky to do, like you hate to set it on a per-cell basis, using the worldspace water level settigns doens't always work, I think that's what he's referring to.
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Tom Flanagan
 
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Post » Fri May 27, 2011 1:49 am

Always works for me, however, you need to set it during worldspace creation and not after. Doing so can give some unpredictable results.
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Jason King
 
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