Andyno Posted November 26, 2020 Share Posted November 26, 2020 As you may already know, I'm working on the mod that recreates the whole Zone from the first STALKER game. Its map was situated northward, but I started to build it southward. :wallbash:It may sound stupid, but is there actually any chance to somehow change the cardinal directions of a worldspace? Link to comment Share on other sites More sharing options...
YouDoNotKnowMyName Posted November 26, 2020 Share Posted November 26, 2020 I don't know .... But if you want to make a big worldspace, watch out for the "playable area" size limit of +-64 cells in the X direction!I just wanted to tell you this now, before you put in lots of work and then realize "oh crap this can't be done!". Link to comment Share on other sites More sharing options...
Andyno Posted November 27, 2020 Author Share Posted November 27, 2020 (edited) I suppose you're talking also about Y direction, not only X... right? This is how my current hightmap looks like: As you can see, I'm currently at the cell 61 in Y direction (the cell 0,0 is somewhere around the cell eight, so it's best for me to not go any further to the south... right? BTW, thanks for pointing this out! :thumbsup: Edited November 27, 2020 by Andyno Link to comment Share on other sites More sharing options...
YouDoNotKnowMyName Posted November 27, 2020 Share Posted November 27, 2020 (edited) The X axis is left and right, the Y axis is "up and down". ( the Z axis would be the height of the landscape)(https://en.wikipedia.org/wiki/Cartesian_coordinate_system) It would be best to have the "zero cell" in the middle, then you can work 64 cells to the left, 64 cells to the right.I don't know about a limitation in the Y direction (I think I read somewhere that it is +-255 cells, but I am not sure ...) You can make landscape beyond the 64 cell limit but if you go there in the game, weird stuff happens ... That map looks interesting, by the way ... Edited November 27, 2020 by YouDoNotKnowMyName Link to comment Share on other sites More sharing options...
Andyno Posted November 27, 2020 Author Share Posted November 27, 2020 It would be best to have the "zero cell" in the middleYes, I realized that after cca 6 months after I started to work on the mod. :wallbash: That map looks interesting, by the way ...Thanks. :happy: I was just doing some Google stuff, and found this:Just to explain that "64x64" locution is formally leading to a misunderstanding, even if accepted as correct. The true safe limit is 64 cells in any direction from the point 0,0 (top left corner of cell 0,0); so the safe zone is a square that has in total 128x128 cells, or, if you prefer, +/-64 cells both on X and Y axis from the origin (cell 0,0).The topic is dedicated to Skyrim, but let's presume it's the same for Fallout 4... So according to this statement I can continue building in Y direction...But on the other hand, I made some research, and it looks like Commonwealth's playable area is really 64 cells (+-), as you stated... I'd be very grateful if someone else should join the discussion to actually confirm or deny these informations... Link to comment Share on other sites More sharing options...
DieFeM Posted November 27, 2020 Share Posted November 27, 2020 You can displace your worldspace using "World->Adjust Exterior Cells...", you can not rotate it tho, but at least you can center it. Link to comment Share on other sites More sharing options...
Andyno Posted November 29, 2020 Author Share Posted November 29, 2020 I just made some further research you can see in this video: I started my run at cell 59, and after 13 cells I fall through the ground.So this is definitely not the "128 cells theory" as mentioned above.I guess I'm gonna continue building to either eastside, or westside. :confused: Link to comment Share on other sites More sharing options...
DieFeM Posted November 29, 2020 Share Posted November 29, 2020 If you go to the cell 72(59+13) you are obviously out of range. Is not a "128 cells theory", is a fact, but you must have in consideration that you are limited to 64 cells in any direction, 128 cells is only reachable if you use all the available cells in both directions of the axis. 64(-63 to 0) + 64(1 to 64) = 128. Link to comment Share on other sites More sharing options...
YouDoNotKnowMyName Posted November 29, 2020 Share Posted November 29, 2020 If you go to the cell 72(59+13) you are obviously out of range. Is not a "128 cells theory", is a fact, but you must have in consideration that you are limited to 64 cells in any direction, 128 cells is only reachable if you use all the available cells in both directions of the axis. 64(-63 to 0) + 64(1 to 64) = 128.Yes, as far as I understand it ... Link to comment Share on other sites More sharing options...
Andyno Posted November 29, 2020 Author Share Posted November 29, 2020 In that Skyrim topic no one argue with that statement, so I thought everybody agree with it. BTW, can someone explain to me what exactly defines that walkable area? For example my map actually starts around 3rd cell, where you can find a fence the player cannot cross. I really doubt that CK takes this into consideration... Link to comment Share on other sites More sharing options...
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