If one of the developers see this! The LOD generator in the CK is completely broken and useless to us, it does not create LOD texture files.
For the moment now though we have some work-around by hex editing and using other programs.
EDIT: see this post for my anolysis of the LOD Texture Generator and why it is broken: http://www.gamesas.com/topic/1345519-creating-new-worldspaceshow-to-get-around-the-broken-ck-features/page__view__findpost__p__20288670
Creating a Worldspace:
Create your worldspace in the worldspace menu....its pretty easy. Fill in the data as needed (look at other worldspaces for what is required) and refer to the wiki: http://www.creationkit.com/World_Spaces
Heightmaps:
Most people have only had success by creating heightmaps outside of the CK and importing in the .RAW image/s. The .raw image represents a Quad which is 32x32 cells. THe default viewing size for a quad in the CK is 4 on the screen and the position 0,0 of the map is location at the center point between quad; -1_0, 0_0, -1_-1, 0_-1. So if you want to build around the 0,0 point of your world, you will need 4 quads of heightmap. See this diagram for more infomation: http://cs.elderscrolls.com/images/8/80/Overviewgrid.jpg
To import a .raw, you need to put it in your Skyrim/Data/HeightField Folder (make it if it doesn't exist). It must then be named for whatever quad it is supposed to fill. For my world of 4 quads I imported -1_0.raw, 0_0.raw, -1_-1.raw, 0_-1.raw
.raw files also need special fomratting as per the wiki: Use 1024x1024 16-bit RAW format images with Raw Option settings: Header: 0, Non-interleaved Order, Count: 1, Depth: 16 Bits, Byte Order: IBM PC.
Once you have your files in place, load up your mod iwth the CK, and open it in the heightmap window, go file -> import and a loading bar will start. WHen you get a "File in use error - Waiting" bow come up, click cancel each time. Once complete close the window. Your hieghtmap should be imported, load it in the render window to be sure.
I would also suggest removing the .raw files from the folder then (put them somewhere safe) as it sort of looks like the CK auto-imports them when you open the heightmap editor.
Now remember, this tool is very resource intensive and if your computer isnt fairly beefy expect crashes. A soon as you can, save your mod. I am able to (though I hear others just get crashing) to use the other tools in the hieghtmap and then click 'save' to save my changes. However I am running an i7 (2600k) with 8 Gigs of RAM, less hardware may not be able to handle it.
Regions:
I still have no idea how to make regions, but I've heard it is nearly the same as past games. I was linked to this tutorial and it is the most detailed I've seen.
http://www.truancyfactory.com/tutorials/fallout3/fallout_regions.html
I've also found the GECK WIki to be useful:
http://geck.gamesas.com/index.php/Regions
Creating the LOD:
This is where it gets tricky. The CK's built in LOD generator is broken, it does not make the textures for the LOD meshes. It will also destroy your heightmap if you try to generate LOD textures and your working in an .esp.
For that reason, Maegfaer has written this guide to using Oscape (third party LOD generation tool: http://tes.nexusmods.com/downloads/file.php?id=41165) to create the LOD.
1. Make sure your heightfield ESM (can't be ESP, Oscape won't read ESP worldspaces for some reason) is activated in your mod load order list.
2. Start Oscape, make sure that it's in Skyrim mode (under 'Game').
3. Click Fill.
4. Select your worldspace in the list, check feature-map and surface-map boxes.
5. Browse to desired output folder, doesn't have to be in your Skyrim directory, anywhere will do.
6. Click Extract. If you get an error message that it can't find the worldspace, close Oscape and return to step 2. This always happens for me, second try does work.
7. Wait until it is done, Oscape should automatically switch to the second tab (Preview).
8. Usually all the data here is already correct, it will give you rough view of the RAW file it extracted (don't skip all the previous steps because you already have a RAW file btw, Oscape's is different) and in the tables you can select which area will be generated. Default is everything.
9. Go to the next tab 'Generator'.
10. The first value you should change is 'Target of max. resolution'. Try a value of 728000. Don't ask me details, I don't know all the details how it works, but this is a good value for my map. Higher and it crashes for me.
11. Under that, make sure the 'Meshes', 'Normals' and 'Colors' are enabled.
12. For 'Meshes', disable DirectX and Wavefront.
13. For 'Normals' and 'Colors', disable PNG, PPM and all the resolutions except for 1024 (or if you prefer a different resolution choose that).
14. At the bottom select the output folder, can be anywhere. Click Generate.
15. When it is done, Oscape switches to the 'Installer' tab. Enable all the 'Install' boxes here. At the bottom of the tab browse to your Skyrim Data directory. Click install.
16. When installing the textures, Oscape always gives me errors that it can't convert the .dds files. I always press Retry and then it seems to work (keep holding down Enter if you get thousands of messages).
Worldspace .LOD file
Every worldspace requires a .lod file that says how big it is. To make one you'll need a few things.
1. Make a border region for your territory.
2. Use the World -> Generate Max Height Data for World. Choose "Yes", then "No"
- This tool will make your CK go not responding for a while. When it's done a pop-up will appear, but done click on the CK in this time all you'll crash it.
If you haven't set up a border region yet, or you couldn't use the above method, you can also do it manually by this way Maegfaer found:
If your worldspace is larger then Skyrim's thne you can do some hex editing on your file:
1. Open 'Skyrim - Meshes.BSA' in any BSA supporting application.
2. Extract the file 'lodsettings\tamriel.lod' to 'Skyrim\Data\lodsettings\'
3. Rename 'tamriel.lod' to your worldspace editorID, in your case 'mesago.lod'.
4. Open 'mesoga.lod' in a hex-editor (google it if you don't have one, most of them are free).
5. You'll see a set of numbers, like this: A0FFA0FF000100000400000020000000
6. Change the numbers to this: 00FF00FF000200000400000020000000
7. Save the file.
Then LOD should show up.
00FF (or rather FF00, you gotta read it in reverse) means -256, so the first two values determine the starting cell coordinates of the LOD -256, -256. Then comes the 000200, which means 512, it determines how far LOD will go. So this way the LOD will reach from cells -256,-256 to 255, 255, which is 16x16 quads.
Anyway, I hope I got those hex numbers right. As the world witnessed in this thread, I'm a noob at hex-editing.
So now you should have your worldspace with heightmap and LOD.
Now to my problems:
At the moment of typing this mine still has purple LOD, once i get that fixed I add it to this post, but for others it seems to be working.