chambcra Posted June 13 Posted June 13 I can't figure out how to get the lower part of a world space displayed in the Heightmap edit window. My picture shows Tamriel for an example. You only see the cells from -32,-32 to 31,31 and when you export the greyscale height map images that's all you get (Q1.raw,Q2.raw,Q3.raw,Q4.raw). How do you get the Heightmap edit window to display the lower part of Tamriel so you can export that part. I've been trying to figure this out for years and maybe it's not possible but surely there's a secret hotkey or combination. I've tried pgup pgdn arrows ctrl shift. Thanks Here and Here2 is the best info I've found and the Large World spaces page says you have to create the separate spaces (beyond 4 quads) in separate esp's and then merge them into an esm but there's no mention how to view from the esm anything but this default area centered at 0 0. If you wanted to see Skyrim you can't see that either. The terminology is confusing to me. A 32 by 32 block of cells is called a quad. That's 4 quads in the picture.
LenaWolfBravil Posted June 13 Posted June 13 Have you tried panning with the middle mouse button? That's how it works in the region editor. Took me years to figure it out since my mouse does not have a middle button... A quad indeed has 32x32 cells. It is called a "quad" because it has 4 blocks of 8x8 cells... yeah, I know.
chambcra Posted June 14 Author Posted June 14 The middle mouse button moves the whole thing and you can zoom in and then pan around but doesn't get you off the 4 quad chunk. Why didn't i think of 4 blocks of 8x8 cells. That might just jive with the blocks you see in tes4edit which is where i am looking next. For some reason it seems easier to remember things if they make sense. i can try morcroft too. Thanks
chambcra Posted June 16 Author Posted June 16 I finally found it's the Overview window where you can change the focus in the edit window. I thought it was for something else and didn't work because it was always black but if you select View-Regenerate Overview you get a picture where you select the area you want.
AndalayBay Posted June 17 Posted June 17 I've used the Overview window, but it always asks about saving the texture even though I haven't changed anything. I also found that it doesn't show any more of the map than what the main editor window shows. Could you give a bit more detail on how to use it?
chambcra Posted June 18 Author Posted June 18 (edited) I saw the save texture? too and i think i tried it both ways. I'm thinking it was just the small texture that is the generated overview window for the whole world. I had quit cs and started it again and the overview window came right up or was ready to go and didn't have to be generated so that's what i think the saving was about. EDIT: I was looking at the large worldspace mod Ubanga and when I did the save for the Overview window it took some time to do it and the cell window went blank and completely reloaded just like when you save in the heightmap edit window so now I'll say I have no idea what it's doing. If you look at tamriel there's not much above or below but looking close you can click just above or below the central area and then in the edit window you can see the cell coordinates have changed. The link above here2 tells about it. The save texture question is what hung me up years ago. For me i had to overcome the fear of screwing something up and just go for it. If oblivion.esm is all that's loaded you can't hurt anything with the regular cs. I'll post a picture tomorrow. I can't believe i'm editing my terrain with the heightmap editor and it's not crashing. Correspondence between blocks in Tes4Edit and Tes4Gecko Edited June 19 by chambcra
AndalayBay Posted June 20 Posted June 20 Oh, I missed this earlier. Thanks for the info. I’ll check it out.
AndalayBay Posted June 20 Posted June 20 @chambcra, you might find these handy: https://www.nexusmods.com/oblivion/mods/23939 Also for SI: https://www.nexusmods.com/oblivion/mods/13817
chambcra Posted June 22 Author Posted June 22 Cool. Looks good. It's good to have it here for permanent reference. No doubt I'll be back thinking how'd that work again or what was that map resource.
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