08-31-2007, 03:09 PM
I decided to write a few tutorials/guides concerning the landscape generation, because it's one of our main goals for ST v3.00.
RE= Region Editor.
Radius/Diameter.
Circle.
Cell sizes.
In Morrowind, the cell size was 8192x8192 i.e. 8k by 8k. An Oblivion cell is 4096x4096 i.e. 4k by 4k - which is a quarter of the size of a Morrowind cell.
Generating objects, how many objects in a cell?
I assume we generate one object for the region area (e.g. a rock).
If we talk about a radius of 500 units, it's one eight of the length of the side of an Oblivion cell. The "Radius" gives an idea of the distance, in units, that we require between one object and another object.
If we specify a radius ® of 50 units, the distance between every rock has to be 2*50 units (two times the radius). The area formula for a circle "PI*R^2" would comply to this requirement. To simplify, we'll call the area (R*2)^2, where R*2 is the diameter. Oblivion objects are bounded by a cube, so the diameter is a good estimate.
The "Density" defines how many objects we want to have in a cell.
The higher the number --> The higher the number of objects.
This formula has to be used.
------> N = (L/(R* 2))^2 * D
For example we use a Radius of 50 and a Density of 5% (screenshot).
(4096/(50*2))^2 * 5/100 ----> N == 83.886 per cell.
If we use two different (or more) objects with a different radius and density setting the formula would be complex.
This guide helps to explain how radius and density settings work in general.
I would like to thank Dave Foster for his ideas concerning this subject.
RE= Region Editor.
Radius/Diameter.
Circle.
Cell sizes.
In Morrowind, the cell size was 8192x8192 i.e. 8k by 8k. An Oblivion cell is 4096x4096 i.e. 4k by 4k - which is a quarter of the size of a Morrowind cell.
Generating objects, how many objects in a cell?
I assume we generate one object for the region area (e.g. a rock).
If we talk about a radius of 500 units, it's one eight of the length of the side of an Oblivion cell. The "Radius" gives an idea of the distance, in units, that we require between one object and another object.
If we specify a radius ® of 50 units, the distance between every rock has to be 2*50 units (two times the radius). The area formula for a circle "PI*R^2" would comply to this requirement. To simplify, we'll call the area (R*2)^2, where R*2 is the diameter. Oblivion objects are bounded by a cube, so the diameter is a good estimate.
The "Density" defines how many objects we want to have in a cell.
The higher the number --> The higher the number of objects.
This formula has to be used.
------> N = (L/(R* 2))^2 * D
- N indicates the approx. number of objects generated in a cell
- R indicates the radius of an object
- L indicates the length of the side of a Oblivion cell == 4096 units
- D indicates the Density value
For example we use a Radius of 50 and a Density of 5% (screenshot).
(4096/(50*2))^2 * 5/100 ----> N == 83.886 per cell.
If we use two different (or more) objects with a different radius and density setting the formula would be complex.
This guide helps to explain how radius and density settings work in general.
I would like to thank Dave Foster for his ideas concerning this subject.