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Tutorial for Making Larger Cave Systems Like Ancestor Glade


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  • 4 weeks later...

I'm late spotting this, I know, but better late than never?

 

Ancestor Glade is a 'World Space'. To make something similar you'll probably need to follow that route. In which case your first point of call is tutorials on creating world spaces, editing and adding textures to landscape etcetera. After that, depending how big it is, you may need to add LOD (level of detail), but don't even go there if, when you're testing your world space, distant objects don'y suddenly 'pop' into view.

 

I say you may need a worldspace, but it may not be necessary, depending on exactly what you want to re-create. Karthspire Redoubt is also a world space but I replicated it closely enough as an interior cell that 'has sky' and gave it the weather for that region.

 

Ancestor Glade looks trickier to do as an interior, though.

 

Before you dive into something of this magnitude, you might be better off familiarising yourself with CK and SSEedit first. Look at vanilla world spaces without your esp active to get a feel for how the landscape and statics like cliffs, boulders, rocks etcetera are used. It takes quite some time to get a feel for CK, to the point you can simply create something like a world space without having to spend ages looking for each part you want to add to it.

 

The other thing you are going to find if you do this is that there's an awful lot more work with navmeshes in a worldspace. If it's a big space you could have lots of cells that all need navmesh correctly 'joined' together.

 

Take a look at tutorials on exterior navmesh.

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