06-11-2006, 11:20 PM
I was in the CS looking at the way child and parent worldspaces were handled with cities and I realized two things.
1) That the cell coordinates of a child worldspace need to be the same as their parents for the LOD of the location that they are meant to be in to show up correctly.
2) That the height of the buildings on the Z axis of the child worldspace must be the same as they are meant to be for their parents, I assume that if they are not then LOD will appear to be floating to high or to low.
Could someone else take a look and see if my findings appear to be correct or not?
What does this mean for Silgrad? Though my findings haven't been tested, from what I have seen it appears that they are accurate, as it is the only logical way i can explain how city's worldspace set up their LOD.
1) Reich Parkeep exterior will have to be at the center of the Silgrad Tower Heightmap, or the LOD that is meant for the city will not match up.
3)The terrain for the RP area cannot be very high up, or the LOD will appear to float or something of the sort.
2) Other cities like Blacklight and Steadhelm with have to be A)paused until the heightmap is set up so their coordinates and height can be found B)somone guestimates their coordinates and z axis height and then the heightmap is designed to be compatible with the guestimation.
This causes and even bigger predicament for myself and Riften though. Riften is meant to be in the low mountains, in its own World space it is only about 1000 above 0 on the Z axis. So if my findings about the parent/child worldspace relationship are correct, I am going to somehow have to raise Riften some 5-10,000 coordinates up the Z axis to make the LOD function properly. The alternative is that I lower the base waterlevel of the heightmap when it is generated some 5-10,000 coordinates on the z axis so that Riften can stay where I created it, and I can have it in the mountains, but the valleys around it won't be under water or anything. The perk of lowering the water level is that I can have the effect of uber high mountains in Skyrim
1) That the cell coordinates of a child worldspace need to be the same as their parents for the LOD of the location that they are meant to be in to show up correctly.
2) That the height of the buildings on the Z axis of the child worldspace must be the same as they are meant to be for their parents, I assume that if they are not then LOD will appear to be floating to high or to low.
Could someone else take a look and see if my findings appear to be correct or not?
What does this mean for Silgrad? Though my findings haven't been tested, from what I have seen it appears that they are accurate, as it is the only logical way i can explain how city's worldspace set up their LOD.
1) Reich Parkeep exterior will have to be at the center of the Silgrad Tower Heightmap, or the LOD that is meant for the city will not match up.
3)The terrain for the RP area cannot be very high up, or the LOD will appear to float or something of the sort.
2) Other cities like Blacklight and Steadhelm with have to be A)paused until the heightmap is set up so their coordinates and height can be found B)somone guestimates their coordinates and z axis height and then the heightmap is designed to be compatible with the guestimation.
This causes and even bigger predicament for myself and Riften though. Riften is meant to be in the low mountains, in its own World space it is only about 1000 above 0 on the Z axis. So if my findings about the parent/child worldspace relationship are correct, I am going to somehow have to raise Riften some 5-10,000 coordinates up the Z axis to make the LOD function properly. The alternative is that I lower the base waterlevel of the heightmap when it is generated some 5-10,000 coordinates on the z axis so that Riften can stay where I created it, and I can have it in the mountains, but the valleys around it won't be under water or anything. The perk of lowering the water level is that I can have the effect of uber high mountains in Skyrim