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PROJECT jURASSIKA NEEDS HELP-1


Leodoidao

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Hi folks, my next mod JURASSIKA is on its way I've created a new world, half the size of the Shivering Isles... SOME PICS:

 

THE LOST CITY OF SQUAMMATA

http://www.postimage.org/Pq1NQ5MS.jpg

 

THE GREAT PYRAMID

 

http://www.postimage.org/aVQPBES.jpg

 

CRATER LAKE

 

http://www.postimage.org/aVQLwK9.jpg

 

THE MANGROOVE

 

http://www.postimage.org/aVQKJRi.jpg

 

 

but I´m having problems placing my blocks together... the tutorials and mod making manual do not explain the right way to use THE SNAP TO GRID FUNCTION. I just don´t get it right, no matter how hard I try... My blocks get clipped like poo and I loose a big amount of time to fix them.

 

1- What is the right way to use the "snap to Grid"... cAN ANYONE EXPLAIN ME HOW DOES IT WORK???

 

2- Anyone available to help me with the dungeons???

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Find out the rough size of the static modules you're trying to use, or atleast some common denominator first. Then make sure everything you already have has flat units (no decimals) unless it's an exterior, or you're doing minor details. Then right click in the render window to bring up the options, and set the gridspacing to the amount you figured out. You should probably use something like a gridspacing of 1, 4, 8, 16, 32, 64 since most statics are based around that. The point of the grid isn't so that you can just mindlessly plunk stuff down, it's so that it's easier lining things up. Even a grid of 1 or 4 can be useful since it gets rid of the decimal figures that tend to make all those little gaps. Some statics however will never line up perfectly (caves). You'll need to use rocks or other stuff to cover up the gaps and overlaps.

 

I've never found any problems with caves. Initially, they can be difficult, but it's not hard to find a correct grid to use and stick with it.

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Vagrant, thank you VERY MUCH... I´ll do as you tell me to, hope I can count on your advice again!!!

 

The Priest, I am honored to receive your reply... I have been playing with your companions Sonia/Red Sonia for months, and now I´m playing GTA. (by the way, an off-topic question: does Episode I end at the lakeside at Aesgaard? Where do we go from there, I did not find my way...) The problem is that my height editor has been crashing to desktop too often, and performing strange errors that almost ruined my mod, so I had to do most of the landscape manually.

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Vagrant, thank you VERY MUCH... I´ll do as you tell me to, hope I can count on your advice again!!!

 

The Priest, I am honored to receive your reply... I have been playing with your companions Sonia/Red Sonia for months, and now I´m playing GTA. (by the way, an off-topic question: does Episode I end at the lakeside at Aesgaard? Where do we go from there, I did not find my way...) The problem is that my height editor has been crashing to desktop too often, and performing strange errors that almost ruined my mod, so I had to do most of the landscape manually.

 

I'm honnored to know that people are using my mods :)

 

Actually the lake is where it starts.... There 's an underwater dungeon... Just below the ledge of the first path you see on your way out.

 

Your project looks really intersting... It has that "unknown world fear" feeling. Good job...

Yes the damn world editor is too "heavy" for normal PCs...

I'm working on an intel quad 3.0 ghz/4gigs ram system and I'm still having issues with functions like region generation etc...

Anyway... It looks really good I was wondering though if you had any holes or errors near the 0.0 cell...

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Your project looks really intersting... It has that "unknown world fear" feeling. Good job...

Yes the damn world editor is too "heavy" for normal PCs...

I'm working on an intel quad 3.0 ghz/4gigs ram system and I'm still having issues with functions like region generation etc...

Anyway... It looks really good I was wondering though if you had any holes or errors near the 0.0 cell...

Region control shouldn't be causing too many problems. Try using either smaller regions, or generating cell by cell. Most of your crashing may be due to asking the progeam to do too much at once, and probably doing something else while it tries doing it. It is however unrelated to the heightmap editor.

 

The heightmap editor is really all about taking things slow, and knowing what is and is not a good idea to do when. You should always save your mod before loading it, and make sure any unnecessary programs aren't running in the background. If it looks like it's hanging, let it hang for a few minutes. One of the biggest mistakes people do is that they use the random generating feature on large areas, or with bad settings (the sliders set things way beyond anything you'd ever use). some of the more advanced features, like autoerosion, should be ignored outright, even when you have more than 2gb ram. Instead use the smaller brushes to shape the terrain, the end result is actually a bit better since you have more control of what gets affected. Use the selection tools so that you don't adversly affect other areas of the map. Although really, the heightmap editor is best to be used just to flush out a general area, not to do fine details, primarily because there is no easy way to judge scale and the brushes can often move more than you'd like. Instead use the landscape tool to add definition.

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Your project looks really intersting... It has that "unknown world fear" feeling. Good job...

Yes the damn world editor is too "heavy" for normal PCs...

I'm working on an intel quad 3.0 ghz/4gigs ram system and I'm still having issues with functions like region generation etc...

Anyway... It looks really good I was wondering though if you had any holes or errors near the 0.0 cell...

Region control shouldn't be causing too many problems. Try using either smaller regions, or generating cell by cell. Most of your crashing may be due to asking the progeam to do too much at once, and probably doing something else while it tries doing it. It is however unrelated to the heightmap editor.

 

The heightmap editor is really all about taking things slow, and knowing what is and is not a good idea to do when. You should always save your mod before loading it, and make sure any unnecessary programs aren't running in the background. If it looks like it's hanging, let it hang for a few minutes. One of the biggest mistakes people do is that they use the random generating feature on large areas, or with bad settings (the sliders set things way beyond anything you'd ever use). some of the more advanced features, like autoerosion, should be ignored outright, even when you have more than 2gb ram. Instead use the smaller brushes to shape the terrain, the end result is actually a bit better since you have more control of what gets affected. Use the selection tools so that you don't adversly affect other areas of the map. Although really, the heightmap editor is best to be used just to flush out a general area, not to do fine details, primarily because there is no easy way to judge scale and the brushes can often move more than you'd like. Instead use the landscape tool to add definition.

I have to disagree here.... Erosion is a "must" if you like to create pro-worldspaces.

Except if you 're talking about small landmasses... Personally I'm talking about landmasses half the size of Tamriel.

Actually after a few tests I noticed that everything is related to heightmap....

If your heightmap isn't smooth and wellbalanced nothing is going to work right...

I had no crashes actually... A region could take a year to be finished though depenting on your cpu and ram...

Imagine the amount of items wich are going to be kept in memory untill you save it. that's why the region generator will become slower near the end of a process... the best way to do it is to create smaller regions as you said.

I 've also found that even the roads can be autogenerated by the system after all.... Just to set a base.

There are so many tools included to make your life easier... Of course they are not necassary when we talk about small worlspaces like oblivion gates etc.

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I have to disagree here.... Erosion is a "must" if you like to create pro-worldspaces.

Not a "must". most of those automatic tools exist as a time saver, not as something which is needed in a finished product. If you're going to use it, you will want to use it early, before you've placed statics, pathgrids, and other stuff. This is because Erosion can often lower the landscape in places, causing floating trees, rocks, and buildings. The brush erosion in the heightmap editor is fine, it's the stuff in the bottom left that isn't. NO MATTER WHAT, you'll still want to go through every inch of playable terrain making adjustments, and this goes with anything autogen. I cannot stress this enough. If it's a playable space, you'll want to take the time to make sure it looks right and paths right. If it is an unplayable space, it'll be in LOD, so these things don't matter. The reason why there are so many floating trees, rocks, horrible pathing through areas, and badly constructed areas is because the professionals at Bethsoft didn't go back to check their work. I'm not saying that there should be waterfalls and scenic areas everywhere, emptyness has a place, it's just that many areas look like they're just what autogen crapped out, and either look cluttered, or just odd. Modders don't have the time constraints the professionals had so we should strive for better quality. It doesn't matter how big your worldspace is, you have to put time into those details. Any time I see a worldspace with the usual, and fairly obvious, autogen look to it, it just shows that the maker is lazy and doesn't care.

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I´m not having nasty errors in my landscape, but you know, problems always occur, and it is a hell of a work to fix them manually!!! But after all, it is stable and safe... abot the erosion, it depends on what kind of terrain you are going to create. My new land is about half the area of the Shivering Isles. Look at an overview of the island of Jurassika:

 

http://www.postimage.org/aVQHEi9-3b294be521bb170087a81bf82064571d.jpg

 

I live in Brazil, and I tried to copy the landscape with the granite hills that are widespread through my country

 

http://www.almacarioca.com.br/imagem/fotos/capital/duda04.jpg

 

http://www.montanhasdorio.com.br/IMG/PBsalinas3_ggh.JPG

So, I decided to avoid erosion to make the mountains look like these ones I´ve posted here... By the way, the vegetation already covers the island, I´ve gone too far now, I just can´t go back and do it all again.

 

The prehistoric forest, with giant ferns and mushrooms, covers the south

 

http://www.postimage.org/aVQJWYr-3b294be521bb170087a81bf82064571d.jpg

 

A big savannah covers the north

 

http://www.postimage.org/Pq1NPKkA-3b294be521bb170087a81bf82064571d.jpg

 

One of the beaches

 

http://www.postimage.org/aVRjJc9-3b294be521bb170087a81bf82064571d.jpg

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