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Seeing the entire map while editing


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Hello fellow modders, I'm trying to create a new exterior lately, but It's irritating to see only once cell at a time, is there a way to see all of them altogether? I know when it's almost done it will consume my memory as much as it's consuming my soul now, but now that it's empty, it shouldn't be like that, if there is a way, I need to ask the way please, also, I cannot set altitude, and I have been told that I need to edit it in the render window, but when I got to View/Render window it does nothing, AM I missing something?

:wallbash: :wallbash: :wallbash:

Continuing with my newbie issues, every time a check a Cell, their number increases, is there a reason for that? it makes me harder to figure where am I supposed to be, and it doesn't seems like there is a limit for them and continue spawning, most of the tutorials I've seen explain little to nothing about mapping, and I'm not used to GECK yet, so, any of this doubts you can help me solve will be appreciated, thanks for taking your time reading this, until later =) :thanks:

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i was always wondering this too but never asked since im not yet ready in my mod for world item placement.

 

if you find out id be keen to hear the way. The geck is pretty clunky compared to other game editors

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Ok here some secret about it :closedeyes:

 

1.

 

Open Geckcustom.ini and find uGridsToLoad now set this value to 11 (or higher)

 

2.

 

And this is the important part:

While working in your worldspace, have always a Dummy-Static Object in the center of your

working space.

 

Whereever you work in your worldspace, take the Dummy-Static with you and keep it selected,

while you make landscapechanges or texturing etc.

 

Like that, all 11 cells are loaded at once. :thumbsup:

 

---

 

Altitude:

 

You can only change stuff in cells that are inside your working area -> again use a static as center object

 

---

 

Increasing cells:

 

Dont bother about it, but rename the cell where your mod plays in with 00myworldspacecell.

 

---

 

Hope I was able to help...

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Thanks Yossarian for the info, was really useful, now I don't want to push it, but do you have any insights of the heightmap editing? I wanted to export RAWs to make the job easier, and I think it will require at least 25 1024x1024 files to fill all the cells, so, what do you recommend? to edit with brushes or to export RAWs?
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Hi

 

I cant say much about Heightmap, coz I work with the landscape brush only.

First thing is, that the heightmap generator creates many holes in my landscape surface.

Second thing is, that it creates a lot of landscape outside the area my mod plays in,

so this means more chunks and more problems/more long to generate a LOD.

 

This depends on your machine how quick geck generates LOD for you.

I always watch out, that my LOD chunks dont go above 50 to be able create LOD in

a short time. So, heightmap mostly generates +200 lodchunks at minimum,

what for me is close to impossible to generate.

 

But that as I said depends on your core. Mine is only an AMD 6000+

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