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Help with New Worldspaces!


Mlucci4036

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For the mod I am working on, it includes a series of small worldspaces all linked up to a single map. I've created the map (as seen below) and gave each worldspace the intended parent worldspace's map. I have place roughly 8 mapmarkers cross 4 worldspaces, but whenever the player discovers the area, it does not show up on the map; literally no icon appears on or around it. Even when I set the icon to be visible without the landmark being discovered, it still does not show. Does anyone know what the problem is or how I can solve this?

13918561214_1bec399894_b.jpg

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Nope, wrong place. open the world space in the viewer window, Go down right to the map markers locations, at the top menu, click View, toggle map markers, now look in the windows rendering view, you should see a yellow circle around a green square icon in world space, either just on the surface or just bellow the surface of the land map. IF you require a visual, I can see if I can load another hard-rive and load that game and go to a point of reference to give you an indication of what to look for.

 

Additional information here: also in the view drop down applet, there is "geographic" item, toggle that too, this will show if the ,map marker has the correct properties required for the script to fire, there will be a geodesic sphere surrounding the map maker at dead center.

this is a collision mesh provided for indicating locations. that goes where ever that green marker goes, that is also the trigger point too.

 

If you do not see that spear? then the data is incorrect. Or the marker is not set yet 'finalized" but, keep in mind, you can only finalize the mod when your done with it, you can't re-due it, so wait and just check these things.

kitty

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Nope, wrong place. open the world space in the viewer window, Go down right to the map markers locations, at the top menu, click View, toggle map markers, now look in the windows rendering view, you should see a yellow circle around a green square icon in world space, either just on the surface or just bellow the surface of the land map. IF you require a visual, I can see if I can load another hard-rive and load that game and go to a point of reference to give you an indication of what to look for.

 

Additional information here: also in the view drop down applet, there is "geographic" item, toggle that too, this will show if the ,map marker has the correct properties required for the script to fire, there will be a geodesic sphere surrounding the map maker at dead center.

this is a collision mesh provided for indicating locations. that goes where ever that green marker goes, that is also the trigger point too.

 

If you do not see that spear? then the data is incorrect. Or the marker is not set yet 'finalized" but, keep in mind, you can only finalize the mod when your done with it, you can't re-due it, so wait and just check these things.

kitty

Alright, thanks. This is what I have. Everything appears fine. But are you saying that the Map Markers will not actually appear on the map until the mod is published as an .esm?

13919256994_12b3586763_b.jpg

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Not exactly, a master file is not necessary to show map markers. just a format of the files sectional lod's are required.

when you finalize a mod, the geck will interpret all things you make ,it will then include things you have yet to do. All navmeshing involves all placements of targets, world spaces, and things that inter-react with them. If your finished with the mod, make a back up of it and finalize one to test first. My training allows me to choose methods I can use to do this and not go through hours of waiting.

a basic final of the mod should take maybe 3 minutes time, a full final will take upwards of 2.5 hours or greater if the map and it's data is larger, the bigger they are, the longer they take, Brazil took almost a week. Imagine the amount of data you have yet to see.

Edit each one separately in that window by double clicking on them there and set them like this.

http://s26.postimg.org/uvqqrb47d/NV_Mapmarkers.jpg

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Not exactly, a master file is not necessary to show map markers. just a format of the files sectional lod's are required.

when you finalize a mod, the geck will interpret all things you make ,it will then include things you have yet to do. All navmeshing involves all placements of targets, world spaces, and things that inter-react with them. If your finished with the mod, make a back up of it and finalize one to test first. My training allows me to choose methods I can use to do this and not go through hours of waiting.

a basic final of the mod should take maybe 3 minutes time, a full final will take upwards of 2.5 hours or greater if the map and it's data is larger, the bigger they are, the longer they take, Brazil took almost a week. Imagine the amount of data you have yet to see.

Edit each one separately in that window by double clicking on them there and set them like this.

http://s26.postimg.org/uvqqrb47d/NV_Mapmarkers.jpg

So there is no way to have a working map without finalizing all Navmeshes and worldspaces? Sorry if I am not understanding, Its just that my mod is still in WIP form and I would like my testers to have the option to traverse back to the Mojave after exploring all of the new worldspaces instead of having to walk all the way back.

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