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Parented world space rationale?


nezroy

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I was wondering if anyone could explain the rationale behind the parented world spaces in the default Fallout3.esm? In particular, the way the DCworld## environments are setup. Is the only reason for doing this the ability to share the fast-travel map markers? In other words, if you could see the fast-travel markers for other world spaces without parenting, would there be any OTHER benefit to having parented world spaces in the same way that the DCworld## spaces are setup?

 

I can see where it might be helpful with places like Megaton, which seems to have a 1-1 mapping of cells in the Megaton world space to cells in the Wasteland space. But for the DCworld## environments where it's not usually a 1-1 mapping, it just seems like a big pain having to share the texture/landscape data and the careful layout of your child worlds so as not to step on each other or affect parts of the parent world space you want to actually use.

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No there isn't. It just speed up the process creating child worldspaces a little bit. Like you don't need to choose every time a climate or watertype or map. These stuff you can share. For what the shareable land-data function is, I really dont know, coz I already try it and it dont seam to have any effect. What really would be great, if it would be possible to share Landscape-LOD, but there don't seam a way to do this. Well, this Map-Marker sharing is still a nice thing, coz it makes stuff like GTS possible.
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