Difference between revisions of "Category:World Spaces"

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rearranged some of the content, removed the link to the GTS which was dead in any case
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imported>Truant
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=='''World Spaces Dialog'''==
=='''World Spaces Dialog'''==
[[image:WorldspaceDialogue.png|thumb|right|World Space Dialog]]
[[image:WorldspaceDialogue.png|thumb|right|World Space Dialog]]
A world space is simply an entire world, with its own landscape, sky and weather. All [[Exterior_cells|exterior cells]] belong to a worldspace -- in Fallout 3, most of the exterior is in the Wasteland worldspace, but there are many more worldspaces used in the game, and adding a new worldspace is relatively simple.
A world space is simply an entire world, with its own landscape, sky and weather. All [[Exterior_cells|exterior cells]] belong to a worldspace -- in Fallout 3, most of the exterior cells are in the Wasteland worldspace, but there are many more worldspaces used in the game, and adding a new worldspace is relatively simple.


Worldspaces can share landscape with a Parent worldspace (for example, many of the settlement worldspaces, such as Megaton and Paradise Falls, have Wasteland as a parent), or they can use an entirely different landscape (for example, Tranquility Lane).
Worldspaces can share landscape with a Parent worldspace (for example, many of the settlement worldspaces, such as Megaton and Paradise Falls, have Wasteland as a parent), or they can use an entirely different landscape (for example, Tranquility Lane).


It is important to make sure that the default land height of any new worldspace is created above a coordinate of 13000z. At coordinates below 13000z you will find floating trees as part of the wasteland LOD when you generate a LOD for your own Worldspace. In case you don't want to generate a LOD for your worldspace you still have to bother about the default land height, otherwise when your worldspace has autowater, this worldspace autowater has a broken and mostly invisible surface. For be sure not to get this broken watersurface, choose a minimum default land height of 10500z coordinate.
Note: Always save your plugin before or immediately after creating a new worldspace. If you don't, and you edit the heightmap for your worldspace, the Geck will crash.


In purpose to link your worldspace with the capital wasteland on the most easy way, you should think about to connect it in the network of the Global Travel System: http://www.fallout3nexus.com/downloads/file.php?id=3157
Information about the various fields is provided below.


=='''Data Fields'''==
=='''Data Fields'''==
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**'''Footstep Materials:'''
**'''Footstep Materials:'''
*'''Output Cell Ref Counts:''' Creates a text file containing the number of references contained in each cell. Probably used for optimization. (Needs confirmation.)
*'''Output Cell Ref Counts:''' Creates a text file containing the number of references contained in each cell. Probably used for optimization. (Needs confirmation.)
==World Space Issues and Workarounds==
===Water AutoGeneration Errors===
World spaces with a default water height set below 10500 tend to have errors in the water mesh causing 'gaps' (missing polygons). The area below the water line still behaves correctly, but the water mesh itself does not render properly. It is not known what causes this error. To avoid it, always set your default water height (and ideally, your default lod water height) to a value >= 10500. The Wasteland worldspace uses this setting, though individual cells sometimes have water raised above this level.
===LOD Tree Errors===
<blockquote>
It is important to make sure that the default land height of any new worldspace is created above a coordinate of 13000z. At coordinates below 13000z you will find floating trees as part of the wasteland LOD when you generate a LOD for your own Worldspace.
</blockquote>
This point requires additional investigation. It is worthwhile to note that all of the child world spaces that have the Wasteland as a parent have a default land height of 12288, so this issue may have plagued Bethesda as well.


==See Also==
==See Also==
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