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Pixelhate

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Everything posted by Pixelhate

  1. A few notes gathered about Occlusion Culling, credits to Macintroll. Occlusion planes only hide terrain, grass and npcs. Multibounds will hide Statics. If you want to hide a static or a moveable static behind an occlusion plane you also need to make a multibound including the object(s) You cannot combine 2 occlusion planes (despite wiki) If a single pixel of the roombound is not behind the occlusion plane, everything inside it will be rendered. Occlusion planes are generally added inside or behind walls. A SCOL will be considered as one object by the game. https://geckwiki.com/index.php?title=Occlusion_Culling
  2. https://www.nexusmods.com/newvegas/mods/61723 or https://www.nexusmods.com/newvegas/mods/68084 maybe?
  3. Stewie's Tweak is a must have! https://www.nexusmods.com/newvegas/mods/66347?tab=files
  4. Double clic on the nif file or select the file, Rclick, open with NifSkope. (needs file association)
  5. Have a look at: https://www.nexusmods.com/newvegas/mods/68098?
  6. It's the first time I hear such a difference between FO3 & FNV. Can you point me where I can find details about it? Thank you.
  7. In the container form, you have a line saying: Model Edit Click on Edit and navigate to the loose file in the Data folder, select it. If not present, you have to place the AmmoBox01.nif there while respecting the folder/subfolder structure.µ Later, you can delete the loose file since the form will be looking for it in the BSA.
  8. It's 2021 and everyone should know that installing games in C:\Program Files (x86)\ is bad practice.
  9. We don't do commission or offer money for services here, it's against the TOS
  10. https://docs.substance3d.com/bake/what-is-the-difference-between-the-opengl-and-directx-normal-format-182256965.html https://blender.stackexchange.com/questions/100017/directx-vs-opengl-normal-maps https://community.foundry.com/discuss/topic/129960/directx-normal-or-opengl-normal
  11. You're navmeshing an exterior cell. You cannot navmesh outside of the cell you are working in. Navmesh verts will try to stay within the current cell. Turn on cell borders by pressing the "B" key. The borders will be represented by dashed yellow and black lines on the terrain. https://geckwiki.com/index.php/Navmesh_Creation_Workflow
  12. Would you mind to give the name of the mod, it might help others with similar problems. Thank you.
  13. One way to do it would be Material animation. https://www.nexusmods.com/newvegas/mods/56203
  14. It's named parallax in NV. I thought I answered those questions already.
  15. Apart from not being real PBR, I know next to nothing about FO4 texture system, you'll probably find tutorials on Yt about how to adapt them for FNV. If I have to use PBR textures in FO3-FNV, I usually: - take the AO and overlay it on the Albedo. - use the Opacity to make the diffuse Alpha. - use the Specular or the Roughness or a combination of both for the Normal Alpha. - use the Emissive for the Glow Mask. - use the Height for Parallax. - use the Specular or the Roughness or a combination of both for EnvCube Mask. Not every Textures are used every time. Filters and adjustments are often done in Photoshop - Gimp - Paint.net to make it work in the old rendering engine.
  16. Short answer: yes. Optimization is less about the weight of the nif than the way it is proceeded trough a 2006 game engine (Oblivion) patched for FO3 and later once again for FNV. A poorly made nif will not make a big difference if only added to the Vanilla mistakes already existing. But the accumulation of bad material will only lead to poor performance and/or issues difficult to troubleshoot. And yes, many modders don't have the knowledge or the will to learn and bring clean mods but that doesn't mean they have to be imitated.
  17. Correct, my mistake. You should Stripify your nif.
  18. NiTriStrips are optimized, NiTriShapes aren't. Armors, characters and creatures are in TriShapes. The rest in TriStrips, as you can see if you open and inspect Vanilla nifs. You should Triangulate (NifSkope Spell) your nif. There's a lot of unwelded vertices too, which increase the computer strain and can eat FPS like nothing, I can't say much more about it, Weapons are not my forte. As a general advice, I would recommend not to build upon structurally bad nif. Working directly with .obj in NifSkope is also opening ways to unsolvable issues. If, somehow, your NifSkope is now corrupt reinstall fresh.
  19. Install & version seems OK. In more than 10 years of use I can count NifSkope crashes on one hand, mostly due to my mistakes. There are several ways to delete or remove a Node or an Array in a nif. (I guess that's what you mean with "assets") The correct (and long one) is: 1. Unlink the Node from its parent. 2. Select the Root Node -> Rclick -> Crop to Branch 3. In menu select Spells, -> Sanitize A.-> Collapse link Arrays B.-> Reorder link Arrays C.-> Reorder Blocks 4. Save This should ensure a safe result (if the nif is originally healthy). The nifs you linked are indeed bad with NiTriStrips and NiTriShapes mixed. I can't pinpoint other error at first sight but the fact that it can't be proceeded in Sniff with "not a valid nif" message says it all. Troubleshooting deeper might be uncertain. I could remove parts without crashing, with NifSkope giving an error message one time on closing. I would stay away from such meshes unless you are able to import/export from a 3D app with the correct settings. If the issue you've described persist with other know clean nif then you might need to reinstall NifSkope.
  20. Yes, that's how you proceed with the pseudo-pbr of FO4. You take a separate spec map and you integrate it in the Alpha of the Normal map. But linking a spec map only in a slot of the texture Shader in a FO3-FNV nif won't do anything. There is 6 slots available, There's a naming convention. Diffuse/Alpha Texture/Transparency Name.dds Normal/Alpha Relief/Specularity Name_n.dds Glow Mask Mask for Emissive Color Name_g.dds Parallax Depth effect Name_p.dds EnvCube Reflection on the object Name_e.dds EnvCube Mask Mask for reflection Name_m or Name_em.dds Diffuse & Normal can be in DXT1 or DXT5 depending the need. EnvCube has its own setting, the other are in DXT1. Glow Mask & EnvCube mask are telling which part to reveal of a setting that applies on the whole NiTriStrips/Shapes. If you set an Environment Cube flag in your nif but don't assign an EnvCube map, the game will assign (an ugly) one by default. If you don't assign a Envcube mask while having flag and EnvCube map set, the game will use the Specular (Alpha) of the normal. These two situations might lead to an increased Draw Calls and GPU strain. You can use the Specular map to generate a *_m.dds or draw one in graphic app. The dark part will mask the EnvCube map reflection, White part will fully reveal and nuance of grey to attenuate.
  21. This is not normal behaviour for NifSkope. - Where and how did you install it? - Describe exactly each step you are performing till crash. - If it happens with one nif in particular, please share it so I can have a look.
  22. Separate spec map don't work in FO3-FNV, they are useless.
  23. The Normal Maps in FO3 -FNV use an Alpha channel for Specularity. Add an alpha channel to your Normal map where white = bright/shiny, black = dull and grey for nuances. Save in DXT5.
  24. Here's a couple of links to should help: https://www.nexusmods.com/skyrim/mods/5622?tab=files For 2012 version you want Figments 3.7.3 plugins when using 3ds max 2013 you should use this exact version, the newer one is broken https://github.com/figment/max_nif_plugin/releases/tag/3.8.0-a3 https://www.nexusmods.com/newvegas/mods/69752
  25. In FO3Edit, find the deleted cell and un-delete it.
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