Stunt Mercenary Posted June 2, 2008 Share Posted June 2, 2008 I've been trying to make a new land in Maya 2008 but I'm completely hopeless :wallbash: . Can someone help me? All I need is for someone to use whatever graphics program they have (Preferably Maya) and make a nicely sized island. There are very little requirements besides the fact that it needs to look good and like an actual land. This is for an island mod I'm designing and it needs to look evil. Still, all there needs to be is one mountain sort of in the center. You don't even have to make the textures :thumbsup: . When the mod is finished I'll be sure to give credit to anyone who helps. Thanks for the help. Link to comment Share on other sites More sharing options...
Vagrant0 Posted June 2, 2008 Share Posted June 2, 2008 I've been trying to make a new land in Maya 2008 but I'm completely hopeless :wallbash: . Can someone help me? All I need is for someone to use whatever graphics program they have (Preferably Maya) and make a nicely sized island. There are very little requirements besides the fact that it needs to look good and like an actual land. This is for an island mod I'm designing and it needs to look evil. Still, all there needs to be is one mountain sort of in the center. You don't even have to make the textures :thumbsup: . When the mod is finished I'll be sure to give credit to anyone who helps. Thanks for the help.A land created in Maya can't actually be imported into game since the points that make up the ground are a certain distance apart, and can only be moved vertically. Most land creation is best off being done in the CS heightmap editor. There are other methods, involving fractal landscape generators, but I havn't found any that actually work well for something as specific as an island, and work well with how the units are setup in the CS. It's a royal pain in the ass no matter what. The fact that the heightmap editor is prone to crashing without reason doesn't help things. The 4 quads which can be shown at once within the heightmap editor should be more than large enough for an island. 4 quads are roughly 1/4 the size of the Tamriel worldspace. You'll need to have atleast 2gb system ram to make much use of the heightmap editor, but more is preferrable. It is best to just use the heightmap editor to rough out the landform, and then use the normal landscape editor to make those minor detail adjustments. It is easy to lose your sense of scale when using the heightmap editor. The starting settings are way too high to actually be useful. As said, it will be a long, frustrating ordeal regardless. But it is better than going cell by cell in the landscape editor if you're talking about a fairly large island. Also be aware that you can't have more than a 4000 or so unit distance between two points without making it impossible to alter the height of neighboring points. Distances greater than 6000 may cause a loss of data within that cell upon saving. Link to comment Share on other sites More sharing options...
Stunt Mercenary Posted June 2, 2008 Author Share Posted June 2, 2008 What if I have an Nif translator? Which I do. Link to comment Share on other sites More sharing options...
Vagrant0 Posted June 2, 2008 Share Posted June 2, 2008 What if I have an Nif translator? Which I do.The actual landscape files aren't nifs. They are generated and recorded within the plugin as this allows landscape textures to be used. Any sort of .nif would end up being more limited in size (no larger than a single cell) and be harder to work with when it came to the actual making of the mod (since points, textures, and shading cannot be changed outside of the 3d program, and would require re-exporting, importing). Generally, that idea just doesn't work out, even if you go as far as making several of those meshes, each, 1 cell large, piecing them together. The landscaping in game is there to save you the trouble of doing all that. Mesh exporting is more for incorporating smaller elements (rocks, caves, buildings) with the landscape. Link to comment Share on other sites More sharing options...
Stunt Mercenary Posted June 2, 2008 Author Share Posted June 2, 2008 Then it doesn't have to be in Maya. :thumbsup: Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.