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Heightmap reseting


Wolfstorm

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Its already the sixth time this happens. The heightmap of one worldspace (the first I created) keeps reseting to the configuration show in the screen bellow, everytime I open the CS:

 

http://img44.imageshack.us/img44/9544/heightn.jpg

 

I already had covered the cells borders (as explained in a tutorial in the wiki), and corrected some holes/towers that appeared in the terrain, then I save, reload and...all is back to the same! I had already saved the map using the heightmap edit save too, but nothing changes. What I have to do to make it work?

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Its already the sixth time this happens. The heightmap of one worldspace (the first I created) keeps reseting to the configuration show in the screen bellow, everytime I open the CS:

 

http://img44.imageshack.us/img44/9544/heightn.jpg

 

I already had covered the cells borders (as explained in a tutorial in the wiki), and corrected some holes/towers that appeared in the terrain, then I save, reload and...all is back to the same! I had already saved the map using the heightmap edit save too, but nothing changes. What I have to do to make it work?

Are there any errors that come up when you save the mod? How much free RAM (roughly) do you have when you are using the CS? Is this worldspace parented to any other worldspace? Do any of these cells have steep changes in the terrain?

 

Additionally, since your terrain is already made, using the heightmap editor over and over again can usuaully be a bad idea. If you want to make changes after the landscape is generated, use the landscape tool. This won't necessarily fix your problem, but it might be the key to preventing it from happening. Stuff like this is usually caused by some sort of memory error, or other problem with how the terrain is setup.

 

What you might want to try is to make your worldspace a .esm, and then make any changes you need to do as part of a .esp, and then merge them. That way, the data which is in the .esm will always remain unchanged until it is overwritten by a .esp. Using a .esm/.esp setup like this will also reduce the system requirements for working on the mod since only the .esp will be getting stored in RAM.

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I had to restart the city from scratch, re-generate the regions and put all the walls back into place again, the river, the bridge, and the land corrections, with a new esp. Fact is that the error in its worldspace got to the tamriel worldspace, and both heightmaps had the same level error in its 0,0 coordinates. The city worldspace had the tamriel heightmap as its parent. I dont known what happened, but I will do again with two esp files - one for the exterior city in tamriel worldspace, and another for the interior city, so that in case of new errors I dont have to re-make everything again. And I will not use the heightmap editor anymore, only landscape edition, which is less buggy. I have 2gb of RAM, but the application dont consumes that much.
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