12-02-2006, 08:28 AM
I think we can all agree the current situation of having Soluthis and Reich Parkeep in three (!) worldspaces separated from the landmass is far from ideal. Not only because of the cell load times when moving between worldspaces, which is annoying in its own right. But more because in some cases it means having to do the same things twice or thrice, which isn't just more work but invites little annoying discrepancies that can break immersion. Like placing houses in the wrong positions or texturing the landscape differently and things like that.
Ideally I think the whole city should be directly on the landmass. This opens up some... interesting... problems if we are going to pull it off. Firstly, the landmass inside the city is not a child worldspace of SilgradTowerLand, because if it had been then naturally the height data of STL had taken over - and everything had wound up floating or sunken beneath the ground. It would be impossible to move every vertice of the landmass with the Construction Set's height tools into the correct position, and even if I had committed to realigning every object it would have entailed as much work as if I had deleted everything and started over. I'm not going to do that, because the advantages of having the city on the landmass wouldn't outweigh modding for eight hours a day for four weeks just to get back to status quo. I did that with Reich Parkeep early on and I shudder to think of the staggering and thoroughly boring work involved in doing it on twenty times the scale.
So, in my mind (and I could be mistaken) the only recourse would be if we could somehow move the height data from the ReichParkeepREAL worldspace over to SilgradTowerLand. If that can be done, then copy-pasting the city interior over to the landmass would be a breeze. Tedious, sure, but I'm the kinda person who finds it soothing to do repetetive, mundane things by hand (especially when I have my headphones on, listening to music). I'm sure I could do that, coupled with modifying teleportation and AI behaviour to work in the changed worldspace.
The question is, is it possible to move height data in that manner, and if so how would I go about doing it?
(btw this is just an experiment at this point, if it doesn't pan out I'll abandon the idea)
Ideally I think the whole city should be directly on the landmass. This opens up some... interesting... problems if we are going to pull it off. Firstly, the landmass inside the city is not a child worldspace of SilgradTowerLand, because if it had been then naturally the height data of STL had taken over - and everything had wound up floating or sunken beneath the ground. It would be impossible to move every vertice of the landmass with the Construction Set's height tools into the correct position, and even if I had committed to realigning every object it would have entailed as much work as if I had deleted everything and started over. I'm not going to do that, because the advantages of having the city on the landmass wouldn't outweigh modding for eight hours a day for four weeks just to get back to status quo. I did that with Reich Parkeep early on and I shudder to think of the staggering and thoroughly boring work involved in doing it on twenty times the scale.
So, in my mind (and I could be mistaken) the only recourse would be if we could somehow move the height data from the ReichParkeepREAL worldspace over to SilgradTowerLand. If that can be done, then copy-pasting the city interior over to the landmass would be a breeze. Tedious, sure, but I'm the kinda person who finds it soothing to do repetetive, mundane things by hand (especially when I have my headphones on, listening to music). I'm sure I could do that, coupled with modifying teleportation and AI behaviour to work in the changed worldspace.
The question is, is it possible to move height data in that manner, and if so how would I go about doing it?
(btw this is just an experiment at this point, if it doesn't pan out I'll abandon the idea)