"Can you teach me this or email me the file if you.ve already done this. also can you tell me how to programe my characters in this realm with visual basic. My name is Megan E-mail"
In short, no.
What you are asking requires a team of 20-30 experienced, dedicated engineers and artists, with a budget of millions of dollars and 2-3 years of full time work.
Learn how to program before you do anything else.
Terragen
Wow.
ok, it works something like this:
There is a team that is made up of teams.
The first team is the writers coming up with story lines, characters, etc. etc.
They hand it off to a team of concept artists who do the...well, concept art.
Then it goes to the CG artist team...which is actually several other teams:
-first the construction artists who build the geometry of the world
-where its handed off to the lighting desgin team
-who also coordinates with a team dedicated to texturing
(granted there is a bit of crossover, but they are constantly going back and forth making changes and improvements)
-also mix into this the animation people
of course, there are changes in story and characters, etc. as the project is moving forward, so it is continuusly evolving and driving everybody nuts, cause you gotta scrap this item you were really proud of cause the writers dropped that element from the story.
And that is only the visual content creation.
Double the size of that team to include the foly artist (the peopel who do the sound work)
Of course you need the programming talent too, so your team has doubled from that point.
Do a little research, chack out gamedev.net and some others and see what really goes into it.
Creating a world the size you are talking about is Major League stuff.
Start small...like with the tutorials.
Good Luck
ok, it works something like this:
There is a team that is made up of teams.
The first team is the writers coming up with story lines, characters, etc. etc.
They hand it off to a team of concept artists who do the...well, concept art.
Then it goes to the CG artist team...which is actually several other teams:
-first the construction artists who build the geometry of the world
-where its handed off to the lighting desgin team
-who also coordinates with a team dedicated to texturing
(granted there is a bit of crossover, but they are constantly going back and forth making changes and improvements)
-also mix into this the animation people
of course, there are changes in story and characters, etc. as the project is moving forward, so it is continuusly evolving and driving everybody nuts, cause you gotta scrap this item you were really proud of cause the writers dropped that element from the story.
And that is only the visual content creation.
Double the size of that team to include the foly artist (the peopel who do the sound work)
Of course you need the programming talent too, so your team has doubled from that point.
Do a little research, chack out gamedev.net and some others and see what really goes into it.
Creating a world the size you are talking about is Major League stuff.
Start small...like with the tutorials.
Good Luck