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armageddon818

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Ok i am making an ocean-esque world space for this town. It is on a giant icy landmass in the middle of the sea. It needs to be mountainous... but not so much that it is difficult to get to the water. In other words, it needs to vary in altitude. It is going to be a harsh environment. What I want to know is: Is there an way to set the land that i create as an icy texture... rather than having to go through each and every wilderness cell and painting it with that texture? Man that is going to take forever... hopefully it wont have to be like that!! Thanks!
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Ok i am making an ocean-esque world space for this town. It is on a giant icy landmass in the middle of the sea. It needs to be mountainous... but not so much that it is difficult to get to the water. In other words, it needs to vary in altitude. It is going to be a harsh environment. What I want to know is: Is there an way to set the land that i create as an icy texture... rather than having to go through each and every wilderness cell and painting it with that texture? Man that is going to take forever... hopefully it wont have to be like that!! Thanks!

You can do some of it with setting up regions, however you will still have to go through cell by cell touching up borders between regions, and making minor adjustments. You would also have to go through cell by cell adjusting/adding things to those cells which add interest to the landscape, so no matter what, you will need to do manual work. However, the amount of manual work is related to the size of your worldspace, which is why it is important not to make things too large if you do not plan on using those spaces.

 

Additionally, there really isn't any sort of icy ground textures, even bruma regions tend to be more rocks, dirt and snow than anything like ice. Which means that you may need to spend some time creating ground and rock textures to make your terrain look right.

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Thanks I agree... none of the textures look quite right for the ground. Hmmm... whenver I make a worldspace it just has all those wilderness cells that are blank. Is there any way to only use, or at least make it easier to find the ones that i DO plan on using? Thanks!!!

If you used the heightmap editor, you will have had 4 quads created and generated within that worldspace. If you just used the landscape editor, the only cells which are generated are those that were near the places you started working on. In either case, if you have many unused cells, you may need to use this method

http://cs.elderscrolls.com/constwiki/index...borders_drawing

 

as a way of seperating those areas you plan to use, from those you do not. Naming specific, key, cells can also make it easier to move between certain areas (like towns, dungeon exteriors, points of interest). Once regions have been setup, you can even use the region map as a means of selecting where you want to go for modding. Again, most of the work you do on a world space will need to be done manually.

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Ok, now I am creating the landmass (hopefully without the annoyance of glitches this time!) When that is done though, I was thinking about how it should look. At first i was thinking about a thick crecent with a bay and small island for an icy lighthouse. Now though, I think I have found that I like a strip-island format a little better...this is supposed to be on a glacier, what do other people think?
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