03-13-2007, 02:08 PM
Hi there!I'm new here and I'd like to help. I've been modding alone for six months, learning tesc, blender, nifskope and photoshop, but never released anything because I can't finish the project I've been on (you never go very far when you're alone...). Maybe I'll pick up a claim soon, but now I'm just here because I may have found an interesting tip...
Everyone knows the problem of the buildings popping up from nowhere when entering a cell, the reason is simple: that object only exists in that cell. So if we could link that object to other objects located in the surrounding cells, maybe the first one would be visible from there? And that's exactly what I did accidently: I was building a VERY huge castle, playing lego in blender with oblivion nifs, and exported one giant nif composed of a lot of different nodes (one for castle gate, one for tower and so on). In game I realised that I was able to see the whole castle, which wouldn't have been possible with standard tesc way of building because the castle was too large to fit in 5 cells.
I made an other test with just a couple of buildings to see the result more clearly (screenshots below), same result, objects VWD! (in the second screen, the fog hides the more distant buildings, but I like that Morrowind effect). You don't have to do this with different buildings linking to each other, you can link your mesh with invisible items.
Of course, blender export script forgets the collision, so you have to add it in nifskope, which is quite easy because there is already a collision mesh (bhkRigidBody) for the building you're working on, so open the new nif (for example: the tower you want to make visible, linked to the fantom meshes in the other cells) in one window, open the original tower mesh in another window, copy and paste the bhkRigidBody from the second to the first (don't forget to link collision to the node in the block details window).
So what could be the use of this? Of course it can't replace the distant lod method (_far.nif), for obvious performance reasons (but maybe some important buildings like the Silgrad Tower deserves a better look from mid distance). The main utility could be to build larger cities, without having to ask every time: will the player see the cathedral when entering the gate?
I don't know if the explanation is clear but if you find this tip useful I can make a more detailed explanation. Maybe you already know an easier way to solve the 'building popping up' problem, then forget about my words.
screens:
http://s172.photobucket.com/albums/w10/R...-09600.jpg
http://s172.photobucket.com/albums/w10/R...1-2192.jpg
Everyone knows the problem of the buildings popping up from nowhere when entering a cell, the reason is simple: that object only exists in that cell. So if we could link that object to other objects located in the surrounding cells, maybe the first one would be visible from there? And that's exactly what I did accidently: I was building a VERY huge castle, playing lego in blender with oblivion nifs, and exported one giant nif composed of a lot of different nodes (one for castle gate, one for tower and so on). In game I realised that I was able to see the whole castle, which wouldn't have been possible with standard tesc way of building because the castle was too large to fit in 5 cells.
I made an other test with just a couple of buildings to see the result more clearly (screenshots below), same result, objects VWD! (in the second screen, the fog hides the more distant buildings, but I like that Morrowind effect). You don't have to do this with different buildings linking to each other, you can link your mesh with invisible items.
Of course, blender export script forgets the collision, so you have to add it in nifskope, which is quite easy because there is already a collision mesh (bhkRigidBody) for the building you're working on, so open the new nif (for example: the tower you want to make visible, linked to the fantom meshes in the other cells) in one window, open the original tower mesh in another window, copy and paste the bhkRigidBody from the second to the first (don't forget to link collision to the node in the block details window).
So what could be the use of this? Of course it can't replace the distant lod method (_far.nif), for obvious performance reasons (but maybe some important buildings like the Silgrad Tower deserves a better look from mid distance). The main utility could be to build larger cities, without having to ask every time: will the player see the cathedral when entering the gate?
I don't know if the explanation is clear but if you find this tip useful I can make a more detailed explanation. Maybe you already know an easier way to solve the 'building popping up' problem, then forget about my words.
screens:
http://s172.photobucket.com/albums/w10/R...-09600.jpg
http://s172.photobucket.com/albums/w10/R...1-2192.jpg