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morcroft

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Everything posted by morcroft

  1. Actually, both axes have a problem: you're thinking of the actor-ground collision bug that causes wierd jumping behaviour. There's also a fault in the collision "activation" - so that an object outside the 64-cell limit can can only be picked up or activated if you're facing "inwards." Kind of hard to explain. In the end I don't think it's going to hurt too much actually. We've worked out LOD so it's not going to look like each worldspace is isolated and the transition points are hardly noticeable. Do drop by - we have a lot of world to fill!
  2. I can answer that, since I made the heightmap. It's an important consideration in a large heightmap - and Beyond Skyrim's Tamriel would be 336 x 236 cells - if it were all in one worldspace. We originally wanted to make Beyond Skyrim an extension of Tamriel in the original game worldspace but hit too many problems. Instead, I created the whole of Tamriel as a single worldspace, and we intended just to have transition points from Skyrim at the obvious places - the three gates and a couple of points on the coast. Then we found the havok bugs that limit worldspaces to 128 cells square, so I separated BSTamriel into five worldsaces: Iliac Bay (High Rock and Hammerfell); Heartland (Cyrodiil, Elsweyr and Valenwood); Summerset Isles and Black Marsh. Each is 128 cells square, with an extra region around it for LOD. In the process I adjusted the heightmap to put in a few "choke points" to drive the player to a few specific transition points without having to resort to invisible walls over land. At sea we'll use the game border to keep the player in the right worldspace. Edit: accidentally quoted only half BSTamriel's actual size: 336 x 236 cells
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