

The height offset for this entire cell specifies the height of the most south-western point. Likewise the left-most column is a copy of the cell to the west's right-most data column. The bottom row is a copy of the cell to the south's upper-most row. The bottom row values should join with the cell to its south. The height values for the four edges of the mesh must match the height values of the matching edge of neighboring landscape meshes. All grid-points of the remaining 32x32 grid offset the height of all landscape at that point and all points to the east just on that row. Each value of the leftmost column offsets the height of all vertex data at that row and to the north. Each value of 1 equates to a height of 8 game units (assumed from Oblivion) so each data point has an incremental game unit range of -1024 to +1016. Data starts from the bottom left cell position and is filled one row at a time. The VHGT record is a 3D mesh that has been highly optimized for storing landscape data.Įach data-point is a signed byte. The first row and column overlaps with the north and west cell. (the same as Oblivion).ģ3x33 grid of vertex normals, with 3 bytes per vertex for the X, Y, Z normals (the same as Oblivion). Specifies the quadrant this BTXT record applies to. If the reference is zero the engine falls back to "dirt02.dds" as standard ground-layer. References land texture records except when the reference is zero. Uncertain of the game engine's limit (the same as Oblivion). The CS only allows up to 9 layers the BTXT takes up the bottom layer. Specifies the quadrant this ATXT record applies to. A small amount of distortion in an area of the screen where you ordinarily don't look is a small price to pay for increased immersion and comfort.References land texture records except when the reference is zero. If the distortion is too distracting, then adjust the FOV down until you are satisfied with the compromise. Tweaking FOV is always a compromise between improving your field of vision and introducing distortion. Take some time to play the game before deciding how much or how little distortion you like. This is normal, and a small amount of distortion along the edges will not affect your enjoyment of the game. You will notice some distortion at the sides of your screen when you increase the FOV. The best way to decide is just to test various settings out in-game and see which one you like best. 90 is probably the most common setting I've come across. Generally speaking, a number between 80 and 100 works for most people.

The setting that works best for you is going to depend on a lot of factors, including:
