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hyperactivechild

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Everything posted by hyperactivechild

  1. a lot of the time (most of the time?) When I use the smooth terrain or the level terrain tool, it will create, well, like a shell. The shell will be texture only, you run right through what looks like a slope. Seems like I remember this happening with the GECK editor also, but I can't remember if I ever figured out what to do about it. Appreciate the help.
  2. I must be missing something obvious, but how do you add a mod for tracking? I checked the mod tracking center, etc, and went to one of the mods I'd like to track, but can't seem to find a way to add the mod to my tracking thing. Thanks
  3. Does anyone know of a tutorial or explanation of the Region Tool? I've read a couple of articles, but they sort of just skim over the topic. The problem I have is...well..I guess I just don't understand how the numbers work or how to properly nest child elements within the object placement thing. I searched through the regions that are loaded in the CK, but none of them seem to really be for dispersion of land elements, more for audio and weather. I can't imagine the Bethesda dudes actually hand placing all the trees and rocks and such, and I assume that's one of the purposed of the Region Tool. I could be totally wrong though, it's been know to happen. Would really appreciate if I could get pointed in the right direction. Thanks Blakflag
  4. Specifically what I am doing or attempting to do is grab heightmaps from http://seamless.usgs.gov/, and run them through Geocontrol, etc for use in the game. I've been successful in different ways on different maps, but never had one map come together with all of the successes at once...lol
  5. the base image is 4096 x 4096..I haven't had any problems with power (quad core 3.7 GHz, 8 GB RAM, Radeaon HD 4870 X2 card). Yaya, I understand about the Kit crashing, the only thing I actually did with the kit, which the tut said to do, was to load the freshly created .esp into the kit and load the defaults water LOD height, land height, and water height, then save it and go on to Oscape for the meshes and textures. The other way the tut gave to do that part was by using FNVEdit, which I don't have. BTW thanks for taking time with me on this, very cool.
  6. Well, I was following a really well written tutorial on getting heightmaps to work in game (http://hoddminir.blogspot.com/2012/02/from-heightmap-to-worldspace-in-skyrim.html), because I was making a mess of things, so now things are working for me, but I am still confused a lot of the time...I thought when creating a world separate from the Tamrial world, you had to set default or base water and land heights.
  7. I believe I am supposed to set my default land height in the command line for TESAnnwyn (-h command), then I also go into the CK with the .esp and set the land height, along with the default water LOD and the default water. My question is: is this reversible? I seem to have set my land height a little too high, when I dig down with the terrain tool, I hit an immovable barrier of 'not-water'. I can go past it with the camera and see water below, but I can't seem to move or remove the barrier. The only way I have tried is through the 'world > world space > settings', but no luck to far. Would not be a real big deal to run my .raw back through TESAnnwyn and then Oscape, but if I can fix this in an easier way, it would be very cool.
  8. I have tried a couple of different tutorials on working a heightmap into the CK. Both were by creating the .esp with TESAnnwyn. I believe I followed the instructions correctly both times, but both times as I load the CK I get 'MASTERFILE: File 'tesannwyn.esp' is not a valid TES file.' error. The files itself has size. When loaded into TESVSnip, the file shows nothing. The .raw image i made is 8 bit, made from a tiff. I used the following code when using TESAnnwyn: TESAnnwyn.exe -i Skyrim -p 1 -b 16 -d 4096x4096 -x -64 -y -64 -h -22192 -w Landtest *******.raw * = filename Anyone have any ideas? Thanks, Blak
  9. Right on, hanks for the input guys. It was actually the Asteria mod that got me thinking of free floating navmeshes. thanks again
  10. Portal or Map Marker could get you there, I think. I was just wondering if it would work or not.
  11. Do navmesh stack, like in elevation. Hmm, maybe layer is a better term. Can I have a mesh at one elevation, and then another separate mesh say 20 feet above it, or do they have to connect? Thanks
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