Jump to content

How to make a custom worlspace from Heightmap


Recommended Posts

Good evening or whatever,

 

the search function here seems to be broken, I can't tell if this has been answered here, g00gle didn't help either.

So basically the question is:

 

How to create a custom exterior worldspace from a heightmap in the Fallout 4 Creation Kit?

 

I found a tutorial that explains the process for Skyrim, but it seems that nobody knows about how this works in Fallout 4.

The only thing I know is that it is most likely more complicated :laugh:

Please, if anybody knows about how to do this, let me know here so I can finally start working on some stuff instead of "just playing the original game".

Edited by YouDoNotKnowMyName
Link to comment
Share on other sites

  • 2 weeks later...
  • Replies 41
  • Created
  • Last Reply

Top Posters In This Topic

Oh thank you so much!

Now i can finally start to work on some real stuff, instead of just "waiting" for someone to answer this question .... :laugh:

 

By the way, it was really stupid of me to not search YouTube for tutorials on this topic. I just looked for written tutorials .....

 

In the future I will also search YouTube before asking something here ( so I don't look like a lazy idiot ).

Link to comment
Share on other sites

Well, it seems like there is no way to get a 32 bit floating point DDS image out of GIMP or Paint.NET.

There is a GIMP plugin for DDS export, but that does not (yet) support 32 bit.

 

https://code.google.com/archive/p/gimp-dds/

 

It says that 32 bit support will be added at some point, so I think I will have to wait (agian) to start working on any of my projects.

 

 

No, I don't want to download the "free" trial of Photo$hop ....

 

[Frustration intensifies]

Link to comment
Share on other sites

Ok, thanks, I will take a look at it.

32 bit is an insane resolution anyway, so drawing the heightmap as 8 or 16 bit would be enough, I guess. And then convert it to a 32 bit floating point uncompressed DDS file.

After getting it in the CK I will have to do a lot of work on the landscape anyway ( smoothing it out, texturing, placing trees, ...)

Link to comment
Share on other sites

Well 16-bit only allows 65k values, and in FO4 the xyz values are like a dozen digits including precision, so I guess 16-bit is just not enough. I think in terms of raw generation though, you'd probably be fine generating a 16-bit raw and converting it... But if you don't do some interpolation, the smallest height differences will be like... well I guess somewhere between a few cm to a meter or so, depending on how many digits are used for precision (is this defined during the import? How big is each pixel anyway?)

Link to comment
Share on other sites

I just watched a tutorial video, it looks like each pixel is supposed to be one Unit, but the vertical resolution is defined by the values you pick during import... I guess when you're importing a heightmap you don't care if the surface has cm precision, so I guess 16-bit could be good enough.

 

This looks pretty cool though, I'm tempted to install the CK just so I can try this out. I'm very interested in procedural generation and how it could be leveraged in FO4, are you aware of any such tools for heightmaps?

Link to comment
Share on other sites

Procedural generation? Do you mean like a program that generates a (height-)map based off of some parameters?

Yeah, I think there is a tool called L3DT that can do that. I have played around with it a bit, but I am not really intersted in that sort of thing.

I already know how the landscape should look like, so that isn't really the thing for me, but the more people get into custom worldspace creation, the better :laugh:

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.

×
×
  • Create New...