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commonwealth map to scale


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I need a map of the Commonwealth (and Far Harbor) with a known scale (eg 1 to 100). I want to assign a texture with this map to a plane in Max, setting the scale to 1:1. This will make it possible to animate the vehicles. In this case, I want to animate a submarine, create a route from a series of sequences, following game conventions. So that the boat sails along the coast, or, accordingly, around the island.
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Idk. You can at least show the map in FO4Edit and export the image as a .bmp. Might help

most importantly, calculate the scale. In the game, all meshes and textures are multiples of 8. One cell = 256. Probably, the number of cells will have to be calculated manually in ck. ) If I knew the real scale, then any map could be aligned according to this scale. bethesda had that texture anyway. They did the animation of the prydwen, the animation of the train in Nuka World, the animation of the boat in Far Harbor. For such things, you need a map. (
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I took a map texture, put it onto a NIF, marked topleft/bottomright points of the map with NiNodes, got the world coordinates for said points and used linear 2 point interpolation to convert marker world coords into blips on the map texture/model (model local coords):

 

https://www.nexusmods.com/fallout4/mods/58723

 

Maybe you could try a similar approach, but in reverse (model local coords to world coords)?

I guess with some advanced sorcery, you could even make the submarine route user configurable right from that map model.

 

Re the Nuka World train: That's a humongous, giant NIF. Apparently, you can export whole scenery from CK to OBJ files and then load them into 3ds. I've never tried it, but that's probably how Beth made that NIF.

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I took a map texture, put it onto a NIF, marked topleft/bottomright points of the map with NiNodes, got the world coordinates for said points and used linear 2 point interpolation to convert marker world coords into blips on the map texture/model (model local coords):

 

https://www.nexusmods.com/fallout4/mods/58723

 

Maybe you could try a similar approach, but in reverse (model local coords to world coords)?

I guess with some advanced sorcery, you could even make the submarine route user configurable right from that map model.

 

Re the Nuka World train: That's a humongous, giant NIF. Apparently, you can export whole scenery from CK to OBJ files and then load them into 3ds. I've never tried it, but that's probably how Beth made that NIF.

Thank you very much Niston. All your advice is valuable. But everything turned out to be sad. The Commonwealth and Far Harbor are too small for my purposes. My submarine does not fit into these maps. The depth of the reservoirs on them, in the deepest place, is 3 times less than the height of my boat. (Length ~14000 and height ~1700. These are the correct proportions for a boat with a displacement of ~7k-10k tons, although for example a boat of the Los Angeles class, or Sia Wolf would be even longer). The reservoirs of the Commonwealth and Far Harbor are just a puddle for such a submarine). We'll have to make a new map with imitations in the distance of the Commonwealth coast and Far Harbor. Now I need to learn how to create lods for the world - the ocean. I need some manuals for generating lods in ck. )

As for animating large objects... I'm animating nif movement directly, all meshes attached to navigation helpers move. Their turn radii are paths for nif, and the parent helper's linear movement is the movement of the entire nif. Thus, you can make accurate animation up to thousandths of a degree for any distance. On the same principle as real navigation in the fleet.

https://youtu.be/Ap62xaUmUng

Edited by South8028
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Oh yeah... The maps are weirdly "compressed" in FO4... Everything is right next to each other and building exteriors are far too small... so Beth uses time compression (x20) and separate interiors for it to make *some* sense at least. It's kind of annoying, but it is what it is. *shrug*

 

I have generated LOD with xLODGen, mostly following tutorial by luxor and some help from sheson from step mods. Zorkaz also made a LOD tutorial.

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Oh yeah... The maps are weirdly "compressed" in FO4... Everything is right next to each other and building exteriors are far too small... so Beth uses time compression (x20) and separate interiors for it to make *some* sense at least. It's kind of annoying, but it is what it is. *shrug*

 

I have generated LOD with xLODGen, mostly following tutorial by luxor and some help from sheson from step mods. Zorkaz also made a LOD tutorial.

Oh thank you very much. And Zorkaz also thanks a lot for the tutorial. )
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I wonder if making a movie i..e., a cut scene of the sub leaving port and arriving at the port would be a work around. Attach the cut scenes to a quest or something. Sort of like taking the ship to Far Harbor.

May be. I still don't know how to implement it myself. I just want to make a mobile settlement. Of course, a stationary boat would be much easier to make.
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You may have other issues with a mobile settlement. Reportedly things happen when you cross cell boundaries , like NPC's 'getup' if you are using sit animations to keep them on the platform. Worth testing first.
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