Alright. Started over with the base bmp. I did apply the gradient the first time, but I did not use correct value ranges. I figured that if I wasn't seeing the terrain clearly, I was losing detail...not the case at all. I did as you said, placing guidelines on the image to evenly divide it.
http://i1238.photobu...blem-origin.jpgI then manually started creating 4 new 1024x1024 images, naming them accordingly. Cropping each corner of the original bmp, I pasted and manually transformed/scaled each quad.
(0_0)
http://i1238.photobu...Screens/0_0.jpg(0_-1)
http://i1238.photobu...creens/0_-1.jpg(-1_0)
http://i1238.photobu...creens/-1_0.jpg(-1_-1)
http://i1238.photobu...reens/-1_-1.jpgSeeing that each quad was 16 bit grayscale, with the proper gradient and Gaussian blur applied before the split, I exported each one to the "Heightfield" folder in the New Vegas "Data" folder.
I fired up GECK, created a dummy worldspace WITHOUT specifying any particular parameters (besides the name), and opened the worldspace up for heightmap editing.
Then I imported.....took about 30 seconds.....success.
http://i1238.photobu...edHeightmap.jpgPreviewed it, and of course it isn't without problems. First, as Dakcenturi already described earlier, there is a pretty nasty border clipping between each of the quads.
A clever workaround is to create a 2048x2048 image then cut => paste quarters of it into new 1024x1024 images when you're finished editing the 2048x2048 bmp.
I'm not sure if I follow. Could you elaborate? Or do you have any other alternatives/ideas?
Then the mountain region is pretty noisy, very sharp (in fact, all areas are to some degree). Your only solution to this would be to go back, start the process again from the original bmp, and choose an EVEN CLOSER range of gray colors when applying the gradient. Trail and error, I suppose. I will post my results once I have done so.
http://i1238.photobu...tmapPreview.jpgBecause I didn't feel like going back to photoshop and doing it all over again, I played with the GECK's heightmap tools to try and soften it up a bit. I'll definitely have to go back to photoshop haha
http://i1238.photobu...tmapPreview.jpgI do not elaborate very much on the things you describe. As you are probably finding out, it's a lot to keep track of, and there other tutorials and information out there. While I don't provide links to other tutorials, you can find out *everything* you need to know from reading through pages on the GECK wiki at bethsoft about worldspaces, heightmap editing, game units, LOD, and anything else that you're curious about.
I am no stranger to worldspace design. I have a fair grasp on just about every one of the subjects you mentioned, and then some. Check my sig for my current project. What I meant was...it felt as though you were explaining without relating it back to proper worldspace design itself. Example, I looked at the amount of terrain chunks of this new worldspace WITHOUT any specified parameters (cell size, usable dimensions, land or water level, etc) just so I could get an idea of what LOD generation would take.
My imported heightmap with untouched/unspecified worldspace parameters: 404 terrain chunks
Zion Canyon, Big MT and Divide World worldspaces: 336 terrain chunks (I wonder how they get them exact)
New Vegas: 1360 terrain chunksIt takes me about 1-2 hours to generate LOD for a worldspace the size of about 30-50 chunks, and 5-8 hours for 100 chunks. I wonder how long for 400 chunks...
Another thing. Land level. I would want to declare the land and water level before I import the heightmap. Here's one reason why:
1) There is a nasty water clipping bug in-game which I STILL have yet to figure out. Basically, the natural water level of worldspaces tend to sometimes clip, and you will never know it is problematic until you finish establishing/designing the worldspace and test it out in-game. See here:
http://geck.bethsoft...ry:World_SpacesThe only given solution so far...which I have yet to DEFINITELY confirm myself....is to set the water height for the worldspace above 10500 units.
So would changing the height of the land above or below the default -2048.0000 alter the outcome of the import in any way, besides the physical height (obviously)? Like...would the terrain be any more or less rigid? I would imagine not, but still...
Hope all of this made sense. Thanks, I will experiment further later on. I'd REALLY like to get this down to a science, for it would be just amazing to have highly detailed and structured land masses like the ones in your initial post. Those 5 screens are what keep motivating me to try again and again.