So I'm building Silverymoon, with a lot of custom buildings made of lots of environmental objects. The city is being built on one large map, and then cut up using terracoppa, so that all the non walkabale border areas look exactly the same, giving continunity to the look across areas
I am getting nervous however, that I will build this detailed city, and then terracoppa will crap out because there are too many objects on the map.
does anyoneknow if terracoppa has a maximum number of objects it can handle, or is it just related to how much grunt your PC has?
Tanitas Terracoppa
- CloudDancing
- Ancient Red Dragon
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Re: Tanitas Terracoppa
I've personally had problems with items with a set position. I tried to do some work for Keryn and it really messed me up. So imagine finding all of those and having to uncheck them one by one as well as making sure the height lock is still on.
As for the border areas of Silverymoon as you open up them, you will find they are a mess. What it looks like is the builder shrunk the area border and did'nt remove all the placeables that jumbled up into each other and piled up. Plus there are things where no one would ever see jumbled up.
The full side ATs also need to go bye-bye for path specific ones. No one likes them.
In my opinion, the walkmesh is a total loss. It is ugly, badly cut, badly shaped, and badly shaded EXCEPT the cells the compromise the waterfront and the river which I would save.
(Basically my possible suggestion is to select all the river and docks areas, cut them out with terracoppa, post them in a new area with unsculpted sides and then sculpt up from there as a working low elevation point.)
As for the border areas of Silverymoon as you open up them, you will find they are a mess. What it looks like is the builder shrunk the area border and did'nt remove all the placeables that jumbled up into each other and piled up. Plus there are things where no one would ever see jumbled up.
The full side ATs also need to go bye-bye for path specific ones. No one likes them.
In my opinion, the walkmesh is a total loss. It is ugly, badly cut, badly shaped, and badly shaded EXCEPT the cells the compromise the waterfront and the river which I would save.
(Basically my possible suggestion is to select all the river and docks areas, cut them out with terracoppa, post them in a new area with unsculpted sides and then sculpt up from there as a working low elevation point.)
- ElCadaver
- Rust Monster
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Re: Tanitas Terracoppa
My plan was:
Not do the individual walkmeshes for areas until after terracopping ( all painted unwalkable for building)
make the areas that are being terracopped TO, bigger than needed, so all the objects don't get bunched up (a saw that happen when I trialed it with just the city walls), and then resize the area to cut off the unwanted bits. Just takes a bit of planning.
I didn't know about the fixed position bit though. So I guess just leave them heightlocked only before terracopping, and then fix position once you are done?
Not do the individual walkmeshes for areas until after terracopping ( all painted unwalkable for building)
make the areas that are being terracopped TO, bigger than needed, so all the objects don't get bunched up (a saw that happen when I trialed it with just the city walls), and then resize the area to cut off the unwanted bits. Just takes a bit of planning.
I didn't know about the fixed position bit though. So I guess just leave them heightlocked only before terracopping, and then fix position once you are done?

- Swift
- Mook
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Re: Tanitas Terracoppa
If you are worried I would probably periodically split up the mod as you progress to see if any irregularities spring up. I know that Indio originally built TSM as 1 big area and then split it up due to performance issues etc. I do not know what method he used to do it though.
But yeah, set some progress milestones for the building and split it up and see how it goes. That way if it does have an issue you will hopefully find it in time to work around it.
But yeah, set some progress milestones for the building and split it up and see how it goes. That way if it does have an issue you will hopefully find it in time to work around it.
- ElCadaver
- Rust Monster
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Re: Tanitas Terracoppa
Yeah,
I think I will try a split when all the named buildings are finished, then again when all the fill in accomodation buildings are done. I don't think terrain texturing would make that much difference.
I think I will try a split when all the named buildings are finished, then again when all the fill in accomodation buildings are done. I don't think terrain texturing would make that much difference.
