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GECK Render Window problem with landscapes


Rockdude3

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So I was just trying to create a landscape, I'd done all the heightmap editing I needed to, and so I just needed to fix a few things with the landscape editor before populating. However, I noticed a serious problem with the render window... Whenever I have the landscape visible in the render window, a large random piece of water is covering the landscape, which follows the camera no matter what depth it's set to. I currently have it set to -10500 for testing purposes only, and the default land depth at the default -2048, and end up seeing this:

http://i348.photobucket.com/albums/q332/Rockdude3/sigh.png

 

Sorry if there is some obvious answer to this and I just don't know, it seems to happen every time :/ Thanks in advanced for any help you can offer me!

 

 

EDIT: It seems like things are phasing through each other, as if they don't know where to go... For example, I tried to add in a bunker and it looked invisible from most angles, otherwise it looks like this:

http://i348.photobucket.com/albums/q332/Rockdude3/grrr.png

Edited by Rockdude3
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That is Autowater. It only works on land heights above 12,000 or something. So any map you plan on having water needs to be above 12,500, or something I forget. When you load into a worldspace most of the time autowater bugs out. This is normal. Turn the lightbulb (overbright) on then turn the sky on, then turn the sky off, then turn the lightbulb off. A combo of those usually will fix the autowater. Then also you could travel to a cell with water set in it.

 

The land height thing being below 12k is probalby unfixable. 12k is a teal color, teal to red is the right area I guess. I'll start out with default above that, before generating the heightmap. Then load into the worldspace without a heightmap. This will generate the first cell or grid in the heightmap. Then it's just a matter of selecting an draging out that color to whatever size heightmap you wanted to build.

 

You know there are already a few worldspaces created which already have a heightmap. I considered it a while back. For example the lucky 38 worldspace is already set up mostly for a good city. It's just being used as the multibounds for the top floor an the bar of the lucky 38. A duplicate an cleaned out version you could possibly unpack the correct files an continue to build LOD without having to build the landscape LOD mesh

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Huh, that sounds right, since I remember seeing a tutorial that said set the default water height to like 10500, but leaving the default land height to -2048 which stopped errors or something, I dunno... Obviously that flooded the place though... I managed to fix it, but I'm not sure how. It works fine again for the moment, though if it ever happens again I'll know how to fix it, so thank you very much!
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