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Eternia - Land Divided


natula123

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Just so you know, the Heightmap tool is broken. It'll crash all the time.

 

And if you ever manage to fix the purple LOD issue, do tell how. I've tried for several hours and failed. It's caused by diffuse maps methinks, and how they don't get generated properly.

 

Working on a worldspace meself, actually :3

 

Wow, thats really annoying cause that tool would make it a lot easier

 

Please tell us about your worldspace?????!!!

Hows it coming along?

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It's coming along fine, but I will say a few things :

 

-Although tedious, always drag and drop, then briefly inspect any objects/statics. I have had way too many floaty trees that have been caused by copy-paste and had to reposition manually.

 

-It's best to Soften vertices with around 5 left-clicks, less than that only makes things look nice, but still un-climbable, any more makes things too flat.

 

-Don't bother trying to fix the purple LOD, I've spent around 6 hours trying to do so, and it will be best to wait/begin work on it when the developers start speaking about it, and/or making fixes.

 

-Leave texturing the landscape untill you have got the absolute terrain you want. Texturing the land only to find that you have to retexture it later is a pain in the backside, let me tell you.

 

At the moment, I've got one rather large island made, and am in the position of texturing it, placing trees/objects and making it explore-able. Tooooooo many steep hills XD

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It's coming along fine, but I will say a few things :

 

-Although tedious, always drag and drop, then briefly inspect any objects/statics. I have had way too many floaty trees that have been caused by copy-paste and had to reposition manually.

 

-It's best to Soften vertices with around 5 left-clicks, less than that only makes things look nice, but still un-climbable, any more makes things too flat.

 

-Don't bother trying to fix the purple LOD, I've spent around 6 hours trying to do so, and it will be best to wait/begin work on it when the developers start speaking about it, and/or making fixes.

 

-Leave texturing the landscape untill you have got the absolute terrain you want. Texturing the land only to find that you have to retexture it later is a pain in the backside, let me tell you.

 

At the moment, I've got one rather large island made, and am in the position of texturing it, placing trees/objects and making it explore-able. Tooooooo many steep hills XD

 

Sounds great! Maybe a beta sometime Sooooooooooon?

 

We could even merge mods? Doubling sizes of our mods to make them awesome!

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Hello, downloaded your mod because it looks like it has some great potential. I'd be interested in helping with level design once this gets going if you need me. Some things i noticed is that you said you havent learned the Heightmap editor yet. Bethesdas got some great tutorials for it and the random terrain generator (that ones gonna save you a buttload of time).

About both; I noticed that you had started placing objects already, usually its better to heightmap the section of your world your going to work on first, then populate it with random terrain, then afterward start placing objects . nobrush and trees by hand and you dont end up with trees on the roofs of your already placed buildings (generation Ignores already placed objects unfortunately). Hightmapping first will also make it easier to place dungeons later, and prevent already placed objects from dissapearing into the ground. Sorry if this sounds like a lecture, just want to see you succeed XD

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Hello, downloaded your mod because it looks like it has some great potential. I'd be interested in helping with level design once this gets going if you need me. Some things i noticed is that you said you havent learned the Heightmap editor yet. Bethesdas got some great tutorials for it and the random terrain generator (that ones gonna save you a buttload of time).

About both; I noticed that you had started placing objects already, usually its better to heightmap the section of your world your going to work on first, then populate it with random terrain, then afterward start placing objects . nobrush and trees by hand and you dont end up with trees on the roofs of your already placed buildings (generation Ignores already placed objects unfortunately). Hightmapping first will also make it easier to place dungeons later, and prevent already placed objects from dissapearing into the ground. Sorry if this sounds like a lecture, just want to see you succeed XD

 

Thanks man. One of the best pieces of information I've heard. I'll watch those tutorials and look up the generator soon.

 

Well I hope it doesn't move too much of my objects(Well have stuff placed on them).

 

The map at the moment, I am quite pleased with and will do LOD on Friday(Have more time) and release the first decent version or another beta, but the one released is far better then the versions uploaded now.

 

Now, if you would like to help. We could maybe start on of the Northern Provinces, where the Mountains elves are. We need to start heightmapping that area. Which is meant to be a large mountainous terrain, around the size of the tundra area(Between Whiterun and Markarth). So lets see how that turns out. If you wanna help, there's are good place to start.

 

Any questions PM me.

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  • 1 month later...

as i said before i love the new landmasses, just a suggestion, keep all the new landmasses compatible each other :) becouse i love to walk around with all the new landmasses activated :)

 

Yea I will try man. Pausing for a bit becuase of LOD being an ass.

 

Working on a densish forest area. Looking good soo far.

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Humm. Actually managed to import a heightmap, but took god-damn ages for the game to actually generate it right. Made atleast 20-30 different worldspaces with only one coming out right :s

 

Started me own project, but if nobody decides to join, I guess I'll work with ya.

If people do join, perhaps we merge? :3

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