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Cell 0,0 problems in a custom worldspace


clockout1

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This happened to me too. Vagrant explained what was wrong; maybe he'll come along and do a better job explaining it than me.

 

The short answer is, that this is caused by a corruption in the file because of the buggy editor, and there isn't any fixing it. You basically have to start over again.

 

The most likely cause, so you can avoid doing this again, is to have hight differences between cells of more than 2000.

 

When saving, chances are there were error messages, and chances are you clicked "Yes to all;" I know I did. When this happens, it is your one chance to fix your landscape.

 

Note the cells with errors; do not click "Yes to All," and go fix the bad cells immediately, before closing the CS. Play with them until you don't get any errors, then you can safely exit the cs.

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Honestly, I don't think height differences caused the problem. Two cells actually do this, one being 0,0 the other being something like 32,0. Since 32,0 is out in the middle of a flat, unedited ocean (I made the worldspace too big) I don't think that's it.
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I just said height differences were the most likely cause. There could have been memory issues, but Vagrant or somebody else like him with more knowledge about this than me will have to take it from here...
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The most likely cause, so you can avoid doing this again, is to have hight differences between cells of more than 2000.

Its to be no more than 4000 units difference between two points of the landscape.

 

The problem with 0,0, and 31, 31, ect is that anytime you edit anything in the heightmap editor, the corners of the quads have the points in the corners set to the default height, which is roughly 4000 units below water. This causes errors upon saving the mod.

 

You might be able to fix the problem in your mod by using the landscape editor in 0,0, dropping the sorrounding terrain below waterlevel, and use the flatten tool with a large radius before raising and manually fixing the terrain in those affected cells.

 

In the future, the problem can be avoided by turning on the grid in the heightmap, and using the selection tool to give yourself a 1 cell buffer from the edges of the area. With this area selected, you can turn off the grid and edit as normal without having any errors along the edges. After the map has been generated, you can turn off the selection and smooth out the edges where you have any parts that are above water, taking care to ignore the cells in the middle and corners along the edges. After you've saved the space, go to cell 0,0 and flatten the terrain where you see the hole. Then save the mod and look for any error messages.

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