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My Project Question


shadow2122002

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I'm starting a project for an oblivion island thats going to be kind of like another world but 100x smaller then the normal world. I'll be doing it mainly for pratice and fun, but I have a question before I start. Well 2 questions :)

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Question 1:

Can someone point me to a tutioral or explan to me about how a whole world space works. For example, when you go into the IC, if you some how glitch out of it, then its like your in a different place. Like all the trees and other stuff won't load but all the land will still be there. Know what I mean? Something like a parent world space and the smaller ones connecting. I don't understand how to connect them.

 

 

 

Question2:

If you make a new island worldspace, set up and island and everything works fine right. But when you look out to sea, I always see places in the water (Big wierd looking squares) but no water in them. Know what I mean on this one lol? Is there something I'm doing to cause that or is it something to do with my graphics card?

 

Thanks to everyone that stops by to help out. I'll reply as soon as I can :)

:happy: ~~~Shadow~~~ :happy:

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You might need to generate an LOD for it- there's a button to do this somewhere in one of the menus in the CS, I think.

 

I've never really worked with new worldspaces before, mind, so I can't guarantee that's how to fix it, but it's worth a try.

 

EDIT: You should wait to do this until after you've finished the actual island (terain, textures, trees- don't worry about statics), because it makes LOD for the entire island, so if you change the terrain afterwards, it won't match the LOD.

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Question is pretty much what you said. Parenting. The main worldspace is listed as a parent for the smaller worldspace. The terrain and most LOD features of the parent are already added to the child when it is made. For small, or even medium sized land masses, this really isn't needed. Even for large land masses, it's usually more of a problem than any benefit. You have to remember that only the worldspace where the player is is really doing anything. It's really just there so that when Bethsoft decided to do the seperated cities, they could have the terrain outside the walls visable.

 

As for LOD. That should really be the last thing you ever do. The thing with LOD data and Visable when distant, is that they're associated with your mod based on loading order (normally). This means that even generating the LOD in a way that it actually gets linked to your worldspace can be a problem if you have alot of mods, and every time you resave that mod, you affect the load order, forcing you to regenerate or reconnect the LOD data. Supposedly there is a less complicated method using TES gecko, but even then, LOD generation can take awhile, so you might as well just do it once and get it right the first time.

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