Added: 1 year ago
From: Ez0n31976
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  • @TheDeAdLyGaMiiNg

    Should be very similar if not the same.

    The MapMarker is in the static objects. After dragging 1 onto the screen, view it's properties to set up its name and you can change things like if the marker should be hidden or shown but not able to fast travel to it (you haven't discovered this location yet) or able to fast travel to it right away, etc.

    You can put a MapMarker in the stock world and set its linked ref to an XMarkerHeading in the custom world. Should warp you to it.

  • is this the same for nv?  and how do i make a map marker and a location to this new area?

  • Thanks, it would make sense to use that file path for a mod if its being released to the public.

    Any idea on getting on the second problem - converting a picture to the correct .raw format for use in the heightmap editor?

    (yeah I've heard it doesn't seem to work for new vegas yet. If/When I get the picture formatted, could I generate the heightmap in the FO3 GECK, save it in an esp or esm, and then use that file in the New Vegas GECK?)

  • @kkirspel1089

    EDIT: just saw your comment on the first post. I *could* export the heightmap to see the right type of file, but that still leaves me with *how* to convert a picture to that file format.

    I tried using GIMP to export the picture as a .raw but it didn't seem to work. I keep reading that Photoshop might be able to but I'd like confirmation before I buy software...

  • @kkirspel1089

    Ya, a FO3 heightmap should work fine in NV GECK. The problem is, NV GECK crashes whenever you open the heighmap window. So once they fix that, you should be able to seamlessly transfer between the two.

    I tried GIMP, Paint Shop Pro, Paint .NET, etc and at one point was able to open them in PSP, but it was kinda messed up (unusable).

  • I believe PhotoShop has native support for them. If you go to:

    geck dot bethsoft dot com

    Search for "Heightmap Editing", there's p blurb that reads:

    These files can be opened in Photoshop with these Raw Option settings: Count: 1, Depth: 16 Bits, Byte Order: IBM PC. (Paint Shop Pro and the Gimp do not seem capable of handling 16bpp .raw files.)

  • @Ez0n31976

    lol I just found this buried in the forums in someones posts haha. I'm downloading the trial version on Photoshop right now :) I'll see how ti goes...

    Also, I meant that I'm going to try can build the terrain in a world space in the FO3 GECK and then save it as an ESP (or convert that to a ESM is it gives me trouble). Then I was going take that ESP/ESM and attempt to open it in NV GECK and see if its usable. There by side stepping the NV GECK heightmap issue.

    Time will tell...

  • @kkirspel1089

    :)

    Post back if it works ;)

  • @Ez0n31976

    The photoshop method worked and it didn't work. It produced something A LOT better than what GIMP did. Saving in Photoshop directly asks you for the header (0) and order (non-interleaved) specifications, so it looked much better after the land was generated, however, maybe b/c I know nothing about photoshop, I wasn't able to define the count (1), depth (16 Bits), or byte order (IBM PC), and the end result wasn't usable. (I'm sure I just don't know how to do it though)

  • @Ez0n31976

    btw the above specifications are what you need for pictures you want to import (you gave the format specifications of what exported pictures are)

    Though the photoshop method should still be looked into (I'm busy 'til the weekend), I came across something on the nexus thats a bit more interesting way to do the same thing.

    (it won't let me post with a link in the comment...)

    I'll probably test it out over the weekend. Looks promising...

  • @Ez0n31976

    okay well I can't post a link... just go to "thenexusforums" (.com) and search "Height Map Creation and Editing Tutorial" after you log in. (I'm sure you're familar with the site)

  • @kkirspel1089

    Go it, and bookmarked ;)

    Thanks

  • @Ez0n31976

    Okay I tested it out. It works really well, both inside FO3 Geck and NV Geck.

    Some things to note:

    - It's somewhat blocky-ish but you're limited to the pixels of the picture so it can't be helped. It's easy enough to manually edit, just know you'll have to do it everywhere.

  • - It looks like the esp will need to be manually assigned a master file (FalloutNV.esm/Fallout.esm) by using NVEdit /FO3Edit so you can use the assets for the appropriate file/game.

    - I'm sure there are some (maybe small) differences between esp file types of Fallout3 and Fallout New Vegas; merging this generated esp into a blank (NVGeck) esp via NVEdit might be something to consider if using it for New Vegas.

  • @Ez0n31976

    Last thing, the blockness can be smoothed out with the erosion tool, which only FO3 GECK can do right now, so do it right after making the map.

    Also, generating LOD (yes its not the easy way), remains shady to do right now if you use NV content. You'd have to package the content from NV you used in your mod WITH your mod, move it to FO3, just to run the LOD. Haven't tested, just a theory.

  • @kkirspel1089

    Cool, ty for the legwork ;)

    I'll give it a go :)

  • Just figured out the answer to the first question: the .dds formatted picture (the map picture) needs to go into the fallout new vegas/data/texture/*mod folder* directory. Just create the folders if they don't exist yet.

    Now to solve the second (and probably harder) question...

  • @kkirspel1089 Stock: ./Data/Textures/Interface/Worl­dmap/ Mod: ./Data/Textures/*ModName*/Inte­rface/Worldmap/ The "/Interface/Worldmap/" probably isn't necessary, but it's better to be consistent ;) Some times the GECK can be picky about the directories. Sometime you have to leave the 1st main folder: Mod: ./Data/Textures/Interface/*Mod­Name*/Worldmap/ But that's usually for sounds and landscape textures (and LOD if you end up generating it) IE Sound Effects have to reside in: ./Data/Sound/FX/
  • Maybe these aren't considered "the easy way" but do you know where to put the .dds file for using your own custom map picture?

    Also if I wanted to make a .raw file of a picture to use in the heightmap editor, how would I go about making/converting a file to the exact .raw specifications?

  • @kkirspel1089

    I haven't messed with the heightmap editor too much. I think you can export nothing basically, but it will put .RAW files (Q1.raw, Q2.raw, Q3.raw, etc) in the ./Fallout NewVegas/ folder (not a sub dir). Then you can see the format at least. I think you need PhotoShop to open them, but maybe Paint .NET can open them, I'm not sure.

  • @Ez0n31976

    err, in your ./Fallout 3/ folder. I don't think the heightmap editor works in NV - yet anyway.

  • thank you very much for the quick reply

  • @owenaero

    Np ;)

    Oh and you can extract stuff from .BSA files using Fallout Mod Manager (FOMM). Snag it from the nexus.

  • i have followed it and all worked out till i got to the lod-marker lol then i got lost can you do a quick explane on how one is made or what you used i have searched in all the bas files and can not find anything pertaining about one i would be greatful

  • @owenaero

    The link to the lod marker is in the description. It's on the nexus site. You download the marker and extract it to your Fallout folder (see readme for better instructions). Once it's in your Fallout folder, you will be able to pick it in the GECK like I did in the vid.

  • watched all 3 and have found it the most imformative that i have seen yet keep up the good work and thank you do you have any plans on doing some for new vegas so to how to extract dds files from it?

  • @owenaero

    I made a mod for New Vegas based heavily on this tutorial (early beta).

    It's on the nexus: w w w dot newvegasnexus dot c o m

    Search for "My Shack NV Player Home"

  • Glad you found it useful ;)

  • Awesome tutorials, Was really able to learn quite a bit about how to make a world'ish place.. I want/plan to make a few maps from Fallout 1, 2 and Tactics. Be nice to explore them around from a different perspective. Still this is by far a great help since there wasn't really anything on the Bethesda site about this. Awesome job aswell.

  • thenks

    

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