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New World Space for my Silent Hill Mod?


RetroBabe

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As i am very far with my MOD for New Vegas, Silent Hill, i wanted to create a New World Space, but unforunately as soon as i Edit the landscape and want the Surrounding Mountains for Silent Hill the Mountains look like they cut with some transparent what ever and if i close Landscape Editing, that Mountain is like only a dark Hole on the Terrain Surface and look it from front again it looks like something is blocking the Sight.

So in a Tutorial i saw someone create a Worldspace Land Height -2048 and Water Height also 2048, but weirdly he had no Problems with Terrain Edit Mountains upward pulling, when i do the same my Mountains look like i can see trough the Mountain i create like glass cuts with Glass Alpha, very weird.

I added what come out by me by Water height -2048 and Land Height -2048.

So Does anyone know or can Help so i can have the Land Height Terrain Height much much much HIGHER as the Water, so i can later create important Spots like Silent Hill Toluca Lake?

Also i would the New World Space always with NIGHT Climate, so i can add the Fog later, is this Possible, without SUN?

TYSM for help me out

 

 

 

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The magic number that I always heard was 14,000. Keep your land height above that or you can have floating trees in your LOD. I don't know where that number came from though so Jimbo's suggestion of 10,500 might be ok. You can use lower land heights if you don't have any trees in your worldspace.

I always leave the default land height and the default water height in the GECK as they are (-2048 and 0, respectively), at least initially. Once I have my landscape done I will then adjust the water height to match what I have created in the height map editor so that I get rivers and lakes and such at the right altitude. I never change the default land height in the worldspace form in the GECK. You can also change the water heights on a cell by cell basis if you have areas at a higher elevation that you want to have water.

Once I have create the worldspace in the worldspace form (after saving and reloading so the GECK won't crash), I go into the height map editor and under the noise section I set the frequency and amplitude both very low so that there isn't much randomness at all, then set the base offset to 14,000, and generate a "random" landscape using that. This basically gives you a level landscape at an altitude of 14,000 to start with, so no issues with LOD later. I then edit the heightmap from there. Once that is done I start adding things to the landscape and do any necessary fine tuning to the landscape in the render window.

It is possible to create your own climate and weather and keep everything dark with no sun. Take a look at the climate and weather sections of the GECK. At leas one weather mod had a Silent Hill setting that you can look at for reference. It's been years since I've looked at it though so unfortunately I don't remember which mod it was.

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My worldspaces don't have trees which is probably why 10,500 works, I just scrolled down to the bottom of that page it does mention 13,000 being the height for tree LOD so 14,000 makes sense. 

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Thanks all, well i set my Land Height to a 14.000 and Water Height to a - 10.000 on Begin all was fine. Later as i came back into GECK i had at Cell 0, 0. so where i started a very huge Quadratic Water idk why it was there or what causes that maybe the GECK is an old Crap or annoying. So i went again in World Space set my Land Height to 16.000 and left Water Height by -10.000, the Quadratic Spot of Water was gone.

So far so good, as i than started with GECK Landscape Editor, i used that already in FO4 CK to create my Mars Mountains, to form the Mountains SH usually has all was fine to a Moment where i saw in front of the Map/Terrain the rest of the Terrain was like lifted everywhere and no matter how far i zoomed towards that, it was like everywhere lifted.

Idk what causes that, i didnt LIFT the Rest of the Terrain/Land, maybe the GECK is quirky or Buggy or whatever.

Thx

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"maybe the GECK is quirky or Buggy or whatever."

I totally agree!

Like JimboUK said and linked, one must read a lot from internet to succeed in creating new world spaces for this game.

Some rules can be broken, others can be circumvented. The GECK is an exclusively piece of software that are prone of crash for what ever reason.

The height map when running the GECK and trying to edit the world space has a lot of bugs that can totally havoc your work. Just save very often to have something to get back to that works.

 

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Note that the GECK has a rendering bug with new empty worldspaces. If you change the render window to a new worldspace or to an area of a worldspace with no objects in it, the GECK will often display water that completely obscures your landscape regardless of your water height.

One way to avoid this is when you load the GECK, go to some interior cell and focus on an object. Once the render window has displayed that, then you can go to your new worldspace and it will render the landscape fine without the water bug.

I will also often place an airplane in the 0,0 cell of a new worldspace just so that the render window has something to render when I go to that worldspace. Once I am far enough along with the new worldspace that the plane is no longer needed, I delete it.

Worldspace creation gets you into the buggiest parts of the GECK. As was already mentioned, save often and keep backups that you can go to.

I have often said that the GECK is really a secret Vault-Tec experiment designed to test modder's frustration levels.

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Tysm say a more rough Question, can i use Triggers in my Silent Hill Mod to trigger specific Sounds like Moans or Door Slam?

and is there any Tutorial?

TYSM 👍

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Yeah, that's pretty simple. Just add the sound under the Sounds section of the GECK, then trigger it with a trigger script that calls Playsound on the sound you added.

The script WWRatCaveSoundScript is a good example. It also has a do once variable so that the sound only triggers once. You will probably want to leave out the Wild Wasteland condition for your script, otherwise your trigger script will be almost identical.

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