Tree Development
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10-03-2010, 11:31 PM,
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I had a feeling that might happen. Sandor might well be available then in that case. Nevertheless, it's best to have another skill on the BM team....and sandor may be up for giving you a bit of training.
Anyway, what happens with region gen is that I height-map the area, select the assets to be used and identify an area of the vanilla worldspace as a preset. Using this preset, I judge which items in the preset are to be replaced with which custom assets. This, in theory, leaves me with a reasonably accurate depiction of what I'm trying to achieve. I then acquire the object and landscape texture IDs for everything to be replaced and everything to be added. This normally takes the form of a Word doc with lists of trees, rocks, flora and so on with the IDs side-by-side. This is because knowing the object and texture IDs make wholesale replacement much easier using the region generator. Choosing the right preset is critical as the results can vary wildly. It's best to create a small sample of what has been defined first by generating a mini-region consisting of about 3-4 cells. Changes can then be made to the asset selection accordingly. Once the composition is as good as it can be, we go ahead with generating. Sandor would be the only one to know how to do this part. I tried it myself but the processing is lengthy even with a good PC and I only know of sandor who has the PC power to do it (his experience is also a benefit, of course). Needless to say, this particular role has two parts: generating the assets using the vanilla preset and replacing the assets using the IDs. Sandor is the best one to speak to about this as I can only tell you what I do. Edit - Ooops! I just realised that I'd already posted this info here: Region Generation Procedures .
Cunning Linguist (Writer and Voice Actor - Lost Spires, St and many, many more.)
Lizard King - Leader of the Black Marsh mod |
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10-03-2010, 11:47 PM,
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I'm actually not unfamiliar with the generation process itself, as I have done it with vanilla regions in High Rock. The bit I don't know how to do is making the preset, but I can take care of the rest relatively easily. The hardest part is defining the region, then it's just a case of waiting.
Core Member of Black Marsh (Lore and Modding)
Retired Editor of Silgrad Tower 77 interiors completed and counting! |
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10-03-2010, 11:51 PM,
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You mean selecting all of the cells? Yes, I can imagine that from what I've seen of the region editor. Anyway, I have maps I can use to clearly mark out which cells need to be affected so this should help.
Should we give this a try then? I'll have to get the assets and things sorted so it won't be till later in the week at best.
Cunning Linguist (Writer and Voice Actor - Lost Spires, St and many, many more.)
Lizard King - Leader of the Black Marsh mod |
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10-03-2010, 11:52 PM,
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OK. Let's give it a try! That's the beauty of the CS file system. I can do it, save it in a separate esp, and if it goes wrong nothing need get damaged or corrupted.
Core Member of Black Marsh (Lore and Modding)
Retired Editor of Silgrad Tower 77 interiors completed and counting! |
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10-03-2010, 11:54 PM,
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Excuse me, this is "Tree development", boys.
Tut.
Morcroft Darkes
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10-04-2010, 12:04 AM,
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:O Sorry, Mr. morcroft, Sir. You're quite right. We're both very bad boys.
Cunning Linguist (Writer and Voice Actor - Lost Spires, St and many, many more.)
Lizard King - Leader of the Black Marsh mod |
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10-04-2010, 12:19 AM,
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I should jolly well think so too. Hrhmph.
Morcroft Darkes
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