ImportMapFromModlist - Gruftikus/tes4ll GitHub Wiki
Creates a map and fills the content using the $_modlist
(the esp/esm files).
Options
Boolean
-center
: centers the reduced map (if-dimX
or-dimY
is used)-autooffset
: calculates the offset for the quad origin by the lower left corner.-readwaterheight
: reads the water height from WRLD record and used it instead of$_waterdefaultheight
Values
-name
[optional, default=_heightmap
]: the name of the height map.-water
[optional, default=_watermap
]: the name of the map of the water plane.-dimX
,-dimY
[optional]: reduces the map to x*y cells.-quadoffsetx
,-quadoffsety
[optional]: shifts the quad origin (by default at 0,0) to this position.-x1
,-x2
,-y1
,-y2
[optional]: Coordinates of the map, a crop is done on this area
Global variables
_x1
,_x2
,_y1
,_y2
: coordinates of the current selection, will be redefined_nquads
: Number of quads of the map
Comments.
Oblivion uses a cell grid. Each of the cells covers 4096x4096 game units and 32x32 height points. Moreover, 32x32 cells define a "quad".
The water height in Oblivion is defined per cell. As one cell can contain only one water height, the water map is reduced such, that one pixel corresponds to one cell.