Difference between revisions of "Category:World Spaces"

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Link to TES4 Construction Set Wiki: [http://cs.elderscrolls.com/constwiki/index.php/Category:World_Spaces World Spaces]
=='''World Spaces Dialog'''==
=='''World Spaces 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.
[[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 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'''==
*'''World Space:''' A list of available world spaces by editor ID. To create a new world space, right click on the list and choose 'New' to create a blank world space or 'Duplicate' to duplicate an existing world space and it's current options. You can give your world space any editor ID you like; it will not appear in the game.  
*'''World Space:''' A list of available world spaces by editor ID. To create a new world space, right click on the list and choose 'New' to create a blank world space or 'Duplicate' to duplicate an existing world space and it's current options. You can give your world space any editor ID you like; it will not appear in the game.  
*'''Name:''' In-game name of the world space. This name appears whenever you enter the world space from a different world space.
*'''Name:''' In-game name of the world space. This name appears whenever you enter the world space from a different world space.
*'''Parent Worldspace:''' If a Worldspace has a Parent, it is possible to use some Data of its Parent and share Mapmarkers with the Parent. Land and LOD can't be shared with the Parent.
*'''Parent Worldspace:''' If your world space is to be a sub-space of an existing world space (like Megaton, which is a sub-space of the Wasteland), you may select the parent world space here. Child world spaces may inherit some or all of a parent world space's data by checking the appropriate boxes in the Sharable Data group.




'''Sharable Data - ''' Use the checkboxes to inherit these attributes from a parent world space if a parent world space has been selected. Otherwise, you may manually enter your own values.
'''Sharable Data - ''' Use the checkboxes to inherit these attributes from a parent world space if a parent world space has been selected. Otherwise, you may manually enter your own values.
* '''Use LOD Data:''' Check this box to inherit water LOD properties from the parent world space.
[[image:ChildWorldspaceLODOff.png|thumb|right|Child worldspace with 'Use LOD Data' unchecked]]
[[image:ChildWorldspaceLODOn.png|thumb|right|Child worldspace with 'Use LOD Data' checked]]
* '''Use LOD Data:''' Check this box to inherit LOD data from the parent world space.
** '''LOD Water Height:''' Elevation that LOD water appears. In most cases, this should match the height set for water in the Use Land Data group. If your world space does not use LOD water, you can leave this set at 0.
** '''LOD Water Height:''' Elevation that LOD water appears. In most cases, this should match the height set for water in the Use Land Data group. If your world space does not use LOD water, you can leave this set at 0.
** '''LOD Water Type:''' Select the [[WaterType]] for LOD water. In most cases, this should match the Water Type of the world space set in the Use Water Data group.
** '''LOD Water Type:''' Select the [[WaterType]] for LOD water. In most cases, this should match the Water Type of the world space set in the Use Water Data group.
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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==
===AutoWater Generation Errors===
[[image:AutoWaterGenError.png|thumb|right|AutoWater Generation Error]]
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==
[http://cs.elderscrolls.com/constwiki/index.php/Category:World_Spaces World Spaces] at the TES4 Construction Set Wiki




[[Category:World]]
[[Category:World]]
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