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Select and rotate entire worldspace


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You can select all the objects in a 5x5 grid of cells that the render window is limited to showing.

BUT !!! trying to rotate that many objects , which I did a test in DCWorld1 , instantly crashes the geck.

However even if you could rotate them without crashing ... you still cannot rotate the land and navmesh.

So to fix it , I think you are down to having to start in a new world space.

Then select objects from the old (say one cell at a time) Cut / Paste them into the new.

And redo the navmesh from there , plus redo the land texture. Since copying those with Fo3-edit 1 cell at a time will keep the same orientation.

 

How many cells is your world space using ?

 

By the way , I would turn the snap to grid up pretty high for dropping stuff in , experiment and turn it down as needed ... and don't use the Floor key " F " while they are all selected together ... because they won't drop together.

Will need to select stuff individually for that after getting them as close as possible with the Z key. Probably going to take some experimenting to get the method dialed in.

So don't hesitate to close the geck without saving and start over per drop / positioning .

 

Add edit: Hmmm my mention of Fo3-edit made me think there might be a function in there to invert a world space.

Would be worth browsing through the training manual to see if it's in there ? Or possibly a better method to copy / paste it than I mentioned for Geck.

 

https://www.nexusmods.com/fallout3/mods/8629/

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Thank you, I think trying Fallout 3 edit might be my best shot. The world space is very large, and I'd need to rotate the landscape as well. It's a shame north markers don't work in exterior cells.

 

Well if they did ... you would have to put one in every cell.

 

IDK ... its a strange thing sort of that how the world is started (north top) that it will persist in translation. Interior cells where you can switch the north marker are very different ... because you don't have to contend with the LOD attatched view distances , therby cementing the directional context. It just requires a larger objective view , bigger engine to render it.

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Update: I've managed to select all objects and rotate them 180 degrees, however I am unable to rotate the heightmap. It was worth a shot.

 

Well the height map is just a shaded image , which you should be able to flip that in some kind of image program , then make a new height map with the reversed image.

At least I think it would be that easy ? Still have to redo the navmesh and land texture though.

 

Did you look in the Data/HeightField folder ... and grab the image from there to flip it ? Hopefully your image is centered at the 0,0 cell location ... but if not ... I think you can adjust it ?

Also maybe Fo3Edit won't let you do anything with it , because the navmesh and land texture is attached ? Or at the very least , the land texture would need the land in order for a save spot.

Because I think the only way to get rid of the texture would be to delete the landscape per cell in Fo3Edit, which you would then start over with all dirt texture. Not sure what that would do to the height of the land though ...

 

You might have to ping pong stuff so to speak. Try making your file into an .esm , then make an .esp plugin , do some back and forth seeing what you can accomplish that way.

That's good news you could flip all the objects at once though :wink:

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  • 3 weeks later...

Well I kind of gave up for a time but I'm going to come back to it. I tired rotating the heightmap, but I couldn't get it to import correctly into the GECK. There isn't enough information out there on how heightmap export/import works, so I'm stuck. If you could detail out exactly how to do it I would be grateful, and for anyone else who may stumble upon this.

 

Regarding the Navmesh, I don't believe it can be rotated, since it is on a per cell basis. So I'd have to redo the entire navmesh, which I'm unwilling to do to be honest. So there ends the tale of trying to rotate a worldspace. I love you GECK, I really do..

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Ya I don't think there is anyway to rotate the navmesh , would have to be redone.

Plus I think also any land texture would need redone , since technically you would be making a new Height map , therefore any texture assigned to the land coordinate would either stay put , or just not be there.

And then there is the LOD ???

Export / Import of the height map ... I am foggy on too. But out of those other things ... seems the only thing possible to flip.

 

So just throw some story detail into the mod , and say their compass gets thrown off by bla bla thing .

Hehe ... Fixed :laugh:

 

Add edit: Wait a minute , that makes me think it may be possible to edit the XML flipping their compass ?

Just a thought worth mentioning , but I myself have no Idea for XML manipulation.

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