Horizontal and vertical scale question. (For Oblivion)
Posted: Mon Dec 03, 2007 8:02 am
This is probably clearly explained somewhere, but I've read all I could find, and am still confused.
How do I set up a seperate horizontal and vertical scale?
(If you can answer the above question and don't care why it is asked, you can skip the rest of this post.)
For some god awful reason, TESCSIV (the map editor for Oblivion) uses a ratio of 1:2 for the x\y:z axis. that is, for every movement of 1 in the x or y, you get a final movement of 1, but for each movement of 1 in the z axis, you get a movement of 2 in the final result. (Short version, everything is twice as tall as it should be.)
I'd like to set up the vertical axis to allow me to view and edit the heightmap as it will look like after import.
Any help is appreciated. Thank you.
(I may have rambled off there, not sure. Let me know if you need clarification.)
How do I set up a seperate horizontal and vertical scale?
(If you can answer the above question and don't care why it is asked, you can skip the rest of this post.)
For some god awful reason, TESCSIV (the map editor for Oblivion) uses a ratio of 1:2 for the x\y:z axis. that is, for every movement of 1 in the x or y, you get a final movement of 1, but for each movement of 1 in the z axis, you get a movement of 2 in the final result. (Short version, everything is twice as tall as it should be.)
I'd like to set up the vertical axis to allow me to view and edit the heightmap as it will look like after import.
Any help is appreciated. Thank you.
(I may have rambled off there, not sure. Let me know if you need clarification.)