Fallout 3: GECK - New Worldspace, The Easy Way (Part 3-3)

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Uploaded by on Aug 15, 2010

(Annotated HD) Instructions for creating a new world space "the easy way" (IE no LOD [Level of Detail], no heightmaps). Just a quickly slapped together worldspace showing the basics of creation. This method also works with New Vegas.

Based on this tutorial:
http://www.theengineeringguild.co.uk/fallout-3-creating-worldspaces-the-easy-way

Further Reading:
http://geck.bethsoft.com/index.php/Category:World_Spaces

LOD Marker:
http://www.fallout3nexus.com/downloads/file.php?id=14164

Playlist:
http://www.youtube.com/view_play_list?p=6CA8C36158924E10

Fallout New Vegas mod based on this method:
My Shack NV Player Home
http://www.newvegasnexus.com/downloads/file.php?id=39432

Fallout 3 mod based on this method:
My Mansion Player Home
http://www.fallout3nexus.com/downloads/file.php?id=11852

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Gaming

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Uploader Comments (Ez0n31976)

  • @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.

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

  • @kkirspel1089

    Cool, ty for the legwork ;)

    I'll give it a go :)

  • @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.

  • - 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

    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.

  • @kkirspel1089

    Go it, and bookmarked ;)

    Thanks

  • @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)

  • @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

    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)

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