A heightmap is a map that only determines the altitude of terrain. When you want to create a new worldspace in Skyrim, the first thing you'll need is a heightmap.
#L3DT PROFESSIONAL CRACK UPDATE#
I'll post back here when it's available for download.I already made a start on a tutorial, I'll post it here and update it: The updated exporter will be included in the next developmental build of 元DT, which should be ready next week. I've also added a checkbox in the exporter to toggle water on/off entirely. If you find that the water block grid is too coarse, you can easily fix it using the T3D world editor. Update: I've now modified the exporter such that the water block's gridElementSize parameter is set to 10 times the terrain grid spacing, which should be a safe default value that won't hit performance too much. It seems I'd been a bit careless in setting the 'gridElementSize' parameter in the water block. > OH i just remembered, the l3dt exported waterblock has its ownĪh, thanks for the feedback. Alternatively, you can reduce the heightmap size if you want higher-resolution textures. If you're making 1k x 1k heightmaps, you should therefore ensure that the texture resolution in 元DT is 4x or lower. Tangentially related, I recall from another thread on this forum that it's generally not recommended to use textures in T3D that are larger than 4096x4096 pixels ( see Tom's post at bottom). Depending on implementation details in T3D with which I am not familiar, you may also get some mileage from smoothing the terrain in 元DT.
To reduce the triangle count, the easiest approach would be to reduce the heightmap size. > stated I think has to do with the high resolution textures 元DT isĪssuming that you have a modern GPU, I doubt the lag would be due to large texture sizes it's more likely to be geometry. > I'm trying to figure out what I need to do to reduce that which as I I hope I'm not too late to join this thread. and is pretty massive, you need to change the texture from noise.dds to ripple.dds did i mention the waterblock was massive? and that it also seems to render all the time, maybe that was an issue too? OH i just remembered, the l3dt exported waterblock has its own problems. I expect that the guys have something in mind here as far as optimising is concerned if theyve removed one form that was working. In the end i had to resort to basic lighting setup to bypass the issue completely, i havent looked into it in any more detail as other things have stolen my time and attention, but back in earlier betas i was testing the terrain with 2048 maps and having less problems with framerate, perhaps you could bypass the 元DT exporting and do the steps manually, import the heightmap and use the alphamaps to set terrain textures (tho tbh the texturing resource by Konrad makes a better texture painter than alpha maps) and see if that actually changes anything.
I have to admit that on a couple of the maps i made using 元DT i suddenly went from 180 fps to around 13 fps, when i dipped into wireframe mode there no longer seems to be any culling of terrain tris as there was in the early betas and the screenerror is reportedly unimplemented in the current beta.