

In the example I use for this tutorial, I've used aaaMyWorld so that my world space always shows up at the top of the list. You can give your world space any name you like (the reference id does not show up in the game and is only used internally) so something like MyWorld is fine. This will pop up a small dialog window asking you for a reference id ('EditorID') for your world space. To create a new world space, right-click in the World Space list on the left side of the window and select 'New' from the context menu that pops up. (The most authoritative information can be found at the wiki, under World Spaces.) I'm going to admit up front that I don't fully understand all of the options on this dialog, but I will cover the ones that I do understand, and provide a bit of speculation about some of the others. (If you click on the image, you can see the settings I used for this tutorial.) This will open the World Space dialog window, which is a little intimidating the first time you look at it. With your new plugin freshly saved, go to the World menu and select 'World Spaces.'. and set up some default settings for our heightmap. Trust me, they will not thank you for it!īefore we can start creating our landscape in the heightmap editor, we have to create a reference for our world space in the G.E.C.K. If you ever want to update your mod, using a different name for your plugin will screw up the save game info for anyone who used the previous version of your mod. If you go this route, you must remember to remove the version number from the name of your mod when you release it. This gives me a very generous comfort zone when working with the G.E.C.K., which is notoriously unstable. It also ensures you will always be able to find the right file to work on! Personally, I make backups and update the version number after every major change (like adding a new, working heightmap, or after I've finished tweaking the heightmap in the landscape editor). Naming Your Plugin: When naming your plugin, I recommend adding a version number after the name of your mod so that you can keep track of your mod's progress and return to a previous, working version if necessary.
