Editing Regions

Jump to navigation Jump to search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 50: Line 50:
The Object Tab lists the objects that can be generated for the selected region, and details the parameters for their placement. This usually includes trees, plants, rocks, but also textures and grass. Add objects or textures to the Objects Tab by dragging and dropping them from the [[Object_Window|Object Window]]. The objects can be organized into a hierarchical tree, with a number of parent objects that can in turn have one or several child objects. This allows for the creation of recurring "themes" in the generated objects. E.g. a parent object can be a world texture, and child objects for this texture could be a selection of alternative textures that sometimes blend with the parent texture, and typical rocks and plants for that texture. Another parent object for the same landscape could be a tree, and child objects could be a special texture that occurs around the tree and typical mushrooms and plants associated with that tree. The occurrence of each object can be conditionalized by its frequency, it's spacing and the terrains slope and height.  
The Object Tab lists the objects that can be generated for the selected region, and details the parameters for their placement. This usually includes trees, plants, rocks, but also textures and grass. Add objects or textures to the Objects Tab by dragging and dropping them from the [[Object_Window|Object Window]]. The objects can be organized into a hierarchical tree, with a number of parent objects that can in turn have one or several child objects. This allows for the creation of recurring "themes" in the generated objects. E.g. a parent object can be a world texture, and child objects for this texture could be a selection of alternative textures that sometimes blend with the parent texture, and typical rocks and plants for that texture. Another parent object for the same landscape could be a tree, and child objects could be a special texture that occurs around the tree and typical mushrooms and plants associated with that tree. The occurrence of each object can be conditionalized by its frequency, it's spacing and the terrains slope and height.  


*'''Object Name''' Shows the [[reference]] ID of the currently selected object in the Generated Objects list.
*'''Object Name''' Shows the [[Object reference|reference ID]] of the currently selected object in the Generated Objects list.


*'''Density''' Specifies the 'amount' or 'frequency' in which the currently selected object will be generated. This value works in tandem with the other object settings and is not a fixed amount. Higher numbers equate to a greater chance that object will appear. Range: 0-100
*'''Density''' Specifies the 'amount' or 'frequency' in which the currently selected object will be generated. This value works in tandem with the other object settings and is not a fixed amount. Higher numbers equate to a greater chance that object will appear. Range: 0-100
Line 78: Line 78:
*'''Obliterate Now''' This button will clear out any previously generated content for the currently selected region as well as for any other overlapping region that might have generated content in cells common with the selected region. Hand-placed objects are ignored by this pass, with the exception of any custom landscape texturing and vertex painting. In the current downloadable version of the Construction Set, the generated objects can no longer be obliterated with this function after saving and reloading the plugin. Instead they will have to be deleted manually, e.g. in the render window. To test out generated regions in the game that you may want to obliterate and redo, leave the Construction Set open while loading Oblivion.
*'''Obliterate Now''' This button will clear out any previously generated content for the currently selected region as well as for any other overlapping region that might have generated content in cells common with the selected region. Hand-placed objects are ignored by this pass, with the exception of any custom landscape texturing and vertex painting. In the current downloadable version of the Construction Set, the generated objects can no longer be obliterated with this function after saving and reloading the plugin. Instead they will have to be deleted manually, e.g. in the render window. To test out generated regions in the game that you may want to obliterate and redo, leave the Construction Set open while loading Oblivion.


*'''Generated Objects List''' This list contains all of the [[reference]] IDs that can be generated by the currently selected region. To add an object to the list, simply drag an item from the [[Object Window]] into the object list. With a few exceptions, just about any object type can be generated by the Region Editor. To add an item as a child object, simply drag the desired item over top of the desired parent object in the object list and release. There should now be a collapse/expand button next to the parent object. Child objects can be added to other child objects and so on, in the hierarchy. To delete an item from the list, simply right-click the selected item and choose '''Delete''' from the pop-up menu. '''Cut''' and '''Paste''' will trim and graft the selected item to any other selected item the object list. '''Reset Radius to Size''' will reset the current radius value of the selected object back to its default average bounding volume radius. This value is the radius value seen when an item is initially added to the object list for the first time.
*'''Generated Objects List''' This list contains all of the [[Object reference|reference IDs]] that can be generated by the currently selected region. To add an object to the list, simply drag an item from the [[Object Window]] into the object list. With a few exceptions, just about any object type can be generated by the Region Editor. To add an item as a child object, simply drag the desired item over top of the desired parent object in the object list and release. There should now be a collapse/expand button next to the parent object. Child objects can be added to other child objects and so on, in the hierarchy. To delete an item from the list, simply right-click the selected item and choose '''Delete''' from the pop-up menu. '''Cut''' and '''Paste''' will trim and graft the selected item to any other selected item the object list. '''Reset Radius to Size''' will reset the current radius value of the selected object back to its default average bounding volume radius. This value is the radius value seen when an item is initially added to the object list for the first time.


*'''Up''' This button will move the currently selected child or parent one level up in the object list hierarchy.
*'''Up''' This button will move the currently selected child or parent one level up in the object list hierarchy.

Please note that all contributions to the Fallout3 GECK Wiki are considered to be released under the Creative Commons Attribution-ShareAlike (see GECK:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)