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n0p0n3

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  1. I got in contact with the xedit author themself and requested a feature for it. They said DynDOLOD with full model setting will do exactly what I need. I haven't found a version for fallout 4 or 76, but I'm about to try sse version to see if it wil work. If it does, that will jumpstart me ahead of where I thought I'd be.
  2. I've solved half the problem using xlodgen.62. Its possible to extract EXACT terrain data. I read in a thread on S.T.E.P. site by the author himself that the terrain data is stored in the CELL data under LAND, the VHGT (vertex height). I just used xlodgen.62, and set the lod 4/8/16/32 quality to as low as it would go (-1 for 4, 0 for rest) and the rest of the quality to 4096, and the generated terrain appears to be as smooth as ingame. Now if I could just get the object generation script to not perform the quality downgrade on objects, then I'd be happy. In case you're wondering, I'm working on a more modern VR port in unity. Trying to add features like Pavlov vr style reloading and physics based interaction with objects, as well as possible multiplayer (via network enaled scenegraph, similar to how TES3MP port of openmw does). Ultimately, even if I can't stop the mesh downgrade, I can still use the xyz positional/rotational data to hand place every object, so I'm already happy with what I've found.
  3. So, after a few hours of research and testing, It does seem as if xedit/xlodgen could be used for this purpose. I'm not very familiar with pascal, but if I can figure out where in the lodgen.pas script it pars down the meshes to be simpler (or if I can figure out how to use the full model setting in the script), I should be able to skip that and have object lod that is actually the same as the in game quality.
  4. I'm not adverse to using LOD data, as long as it's not too different from the base game. I was thinking of looking at fo4lodgen, if it's a script that can be edited to output the precombined cell mesh before whatever it does to simplify it (otherwise I have to build maps by hand using xyz positional and rotational data, I already have to for interiors, would rather not for exteriors unless this works then I won't have to do either). I've pulled the object lod from the base game thinking i could use the versions meant for closer to the player, but don't know if the .btr data (terrain .bto and object .btr can be opened by nifscope 2.08 dev) is done in ranks or not (like rank 1 is higher poly for close, rank 5 is ultra low poly, etc). I've also seen people say tesannwynn can extract the heightmap, but I can't find a confirmed command, or if it supports fallout 4. Everything I see for it seems to be about using it to create a mesh from heightmap, when I wish to do the opposite.
  5. Does anyone know how to extract either a heightmap of the exterior worldspace or the terrain meshes for skyrim sse and fallout 4? I've found the lod meshes in /meshes/terrain/commonwealth/*btr, but wondering if any higher quality ones can be made/extracted. I'm trying to recreate the worldspace as chunks in blender for a project. The creation kit has an "export all landscape" function, but I cannout figure out where it saves. The "create local map" function kinda works, but I believe its more for the local map in the pipboy.
  6. ok, i agree... but I didn't mention PSVR or the ps4 at all. I have a windows mixed reality headset. I don't have fallout 4 vr, so i don't know how it handles, but i do have skyrim vr and just doing the wrist waggle at enemies just doesn't cut it. I don't blame bethesda for the way they ported it, seeing as it was one of the first vr ports, but I want something more like blade and sorcery for my combat. I want to actually open containers and grab the contents like arizona sunshine. I'm not aiming for a 100% compatible engine replacement like daggerfall unity or openmw, but a reasonable enough facsimile under the hood where it feels the same. Also, the creation engine probably has decades of cruft under the hood from constant modification and addons. Sometimes, it's better to just start from scratch and recreate. A decent overhaul of the underlying code could net framerate gains (not to mention removing logic and physics from the framerate) and if a proper scenegraph is used with networking features like openmw did, then multiplayer could be done as well.
  7. For those who've looked and were interested, I've made some progress. Apparently, the create local maps function isn't for exporting heightmaps (though it kind of does), but is actually for creating the local map for the pipboy. Also, The player character is equivalent to 6 feet tall, so I've imported the default male body and head, fused them together into one mesh, and set the Z length to 6', then scaled the x and y lengths to match (being .142). Hopefully all other meshes will scale to match, and ive been looking at tesanwyn to see if it can extract the heightmap for world spaces and interiors. The creation kit has an export all landscapes function under the world tab, but it doesn't seem to do anything for me (or I just can't find where it saves the result)
  8. TLDR; Does anybody know how exporting heightmaps from the creation kit works (the page on creationkit.com is lacking, to say the least) as well as what size units the game uses so i can scale meshes correctly in blender? Thanks in advance
  9. So, I've started a project that I have had in the design phase for awhile now (recreating fallout 4/skyrim in unity to make a more modern VR port, with physics and socketed inventory like VR FPS, similar to Pavlov, etc) and now that I've finally got a pc and headset (last one died and ive only had a chromebook), I've finally begun to work on implementation. I am currently attempting to recreate a small interior map (andrewstation1) as a way of getting familiar with the new creation kit (I used to use the old morrowind construction kit abit, so im not starting completely from scratch), but I've hit a few snags I can't seem to find answers for. I'm using Blender 2.82a, Nifscope 2.0.dev7 (though I've seen people say to use outfit studio, I've downloaded it but have yet to use it yet), xedit 4.0.3, BAE 0.11, and the creation kit. I have exported the local heightmap for andrewstation1 with a setting of 4096, but the output image is 606x615 pixels. I have also extracted a few objects from andrewstation1 in the creation kit (loaded the cell, found a static object, discovered which .nif is associated with that object, as well as the xyz position/rotation of the object) using BAE. The first problem is that I am not sure the heightmap is correct (exported at 4096px, yet file is 606x615px). I have scaled the map by both. The second problem is the scaling of the objects output by nifscope. Seeing as I have no idea if the heightmap is correctly scaled, I cannot be sure if the objects are correctly scaled or in the correct place when I input the xyz position/rotation info. If scaling the map by 4096, the objects are outside playable space. If scaled by 606x615, they take up entire rooms. I've seen some say the engine uses inches for size, yet others say it uses it's own "standard game units". If anyone skilled in modding could take the time to help, it would be greatly appreciated and would accelerate the time to porting maps over, allowing me to begin on things like game logic sooner. I'm aware that distributing the result would be a no no (due to bethesda's tos), but i believe projects like F4NV, F4: The Capital Wasteland, Skyggerfall, Skywind, and Skyblivion would be viable if permission could be obtained from the creators, since the teams have to recreate all assets from scratch.
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