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Heightmap bugged?


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this might be a little difficult to explain..

 

1.Made a heightmap

2.Exported it in photoshop

3.Loaded it up in the CK

4.save

5.exit CK after one session of fiddling with it

--- Everything was working good up until here ---

6.Load up CK

7.Load up Fallout 4 plugin

8.Load up My Plugin

9.select a cell in my world space

10.Terrain almost unrecognizable

 

when i first loaded up my heightmap into the CK everything was perfectly fine but for whatever reason when i jump back into the CK the terrain is unrecognizable.

Edited by Guest
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What's your heightmap looking like?

do you mean through the render window or the heightmap itself?

 

if your wonder what some of those weird markings are on the map i couldnt quite get a grid system to help make sense of the map so i had to add some recognizable symbols into the terrain >.>

 

EDIT:

i dont know if it helps but here is some info that might come in handy...

 

the heightmap encompasses an area of -48/-48 x 47/47

 

the playable area (that fallout 4 caps out at) is -32/-32 x 31/31

Edited by Guest
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The heightmap seems a bit weird in terms of missing contrast.

This is what mine usually look like

 

Have you tried it with different height settings?

 

 

 

276084-1643220697.jpg

 

 

 

the heightmap is a result of hand painting, not quite sure what the best method to blend it without staggering the terrain...

 

as for height settings im not sure why that would cause it bug out when i return to the saved .esp but ill test it out a bit.

 

EDIT:

 

the heightmap stuff must be really buggy or something, this is going to be a bit hard to explain...

 

trying to start from a clean slate (no pun intended) i imported a single height flat heightmap but the heightmap didnt appear to change. i used the landscape tool to try and deform a section and it sort of popped in but ONLY for that cell and so on and so forth for each cell after that.

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Not sure if you have watched Neeher's vid Creation Kit | Height Map Import

 

 

Also, I wonder if a FO4 workflow could be devised around Open Topography and TerreSculptor

 

this is actually the tutorial i was following - that being said i didnt even know about terresculptor, that might come in handy.

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