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Worldspace/settlement issue


pepperman35

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Low poly with a single texture. I managed a work around of sort by making a static collection (just connected it with another object nearby). Thus far, it works.

Lol im betting the object you connected to it stabilized it :P...

Ive had to do that 100s of times with precombines ignoring swaps...(imagine a portrait on the wall with a tiny plank of wood behind(scol) it to get the changed picture to show in game... )

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Low poly with a single texture. I managed a work around of sort by making a static collection (just connected it with another object nearby). Thus far, it works.

Lol im betting the object you connected to it stabilized it :tongue:...

Ive had to do that 100s of times with precombines ignoring swaps...(imagine a portrait on the wall with a tiny plank of wood behind(scol) it to get the changed picture to show in game... )

 

 

I've never had any problems with mat swaps and precombines since I'm exclusively using mat swaps which you select in the extra tab. The other ones that you set up for the static itself tend to break easily.

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Low poly with a single texture. I managed a work around of sort by making a static collection (just connected it with another object nearby). Thus far, it works.

Lol im betting the object you connected to it stabilized it :tongue:...

Ive had to do that 100s of times with precombines ignoring swaps...(imagine a portrait on the wall with a tiny plank of wood behind(scol) it to get the changed picture to show in game... )

 

 

I've never had any problems with mat swaps and precombines since I'm exclusively using mat swaps which you select in the extra tab. The other ones that you set up for the static itself tend to break easily.

 

does this mean vanilla swaps or custom as well ?...

Ill be honest ive never tried it that way...

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Low poly with a single texture. I managed a work around of sort by making a static collection (just connected it with another object nearby). Thus far, it works.

Lol im betting the object you connected to it stabilized it :tongue:...

Ive had to do that 100s of times with precombines ignoring swaps...(imagine a portrait on the wall with a tiny plank of wood behind(scol) it to get the changed picture to show in game... )

 

 

I've never had any problems with mat swaps and precombines since I'm exclusively using mat swaps which you select in the extra tab. The other ones that you set up for the static itself tend to break easily.

 

does this mean vanilla swaps or custom as well ?...

Ill be honest ive never tried it that way...

 

Vanilla and custom afaik. It's the prefered way of applying mat swaps by Bethesda. It appears that they ran into the same problems we did and eventually changed their approch, so most mat swaps which they did directly for new static "instances" of the same base object were changed to just keeping the base object and applying a mat swap via the hotkey(you don't need to open the object window and go to the extra tab). There might be more to it like some kind of flag which they can set while generating precombines. Not to mention that their precombines are different anyway, somehow compressed or cleaned to be smaller etc.

 

You can easily test it by using the dirty coffee machine and generating precombines:

1. Use the dirty coffee machine -> the coffee machine reverts back to the prewar texture.

2. Use the prewar coffee machine and apply the dirty mat swap -> the coffee machine keeps its new textures.

 

 

P.S: This is extremely painstaking for people who only generate precombines at the end of their long project, because it's only then that they find out that they potentially need to go through hundreds of objects, if not more, to fix things. There is a huge amount of objects that act like this and it's virtually impossible to know if you have never gone through the whole cicle. The rule of thumb is: If Bethesda took a base object, duplicated it and applied a matswap directly for this object, it's prone to revert back to the material of the initial object when precombines are being generated through the default CK way.

Edited by 84Cronos
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Low poly with a single texture. I managed a work around of sort by making a static collection (just connected it with another object nearby). Thus far, it works.

Lol im betting the object you connected to it stabilized it :tongue:...

Ive had to do that 100s of times with precombines ignoring swaps...(imagine a portrait on the wall with a tiny plank of wood behind(scol) it to get the changed picture to show in game... )

 

 

I've never had any problems with mat swaps and precombines since I'm exclusively using mat swaps which you select in the extra tab. The other ones that you set up for the static itself tend to break easily.

 

does this mean vanilla swaps or custom as well ?...

Ill be honest ive never tried it that way...

 

Vanilla and custom afaik. It's the prefered way of applying mat swaps by Bethesda. It appears that they ran into the same problems we did and eventually changed their approch, so most mat swaps which they did directly for new static "instances" of the same base object were changed to just keeping the base object and applying a mat swap via the hotkey(you don't need to open the object window and go to the extra tab). There might be more to it like some kind of flag which they can set while generating precombines. Not to mention that their precombines are different anyway, somehow compressed or cleaned to be smaller etc.

 

You can easily test it by using the dirty coffee machine and generating precombines:

1. Use the dirty coffee machine -> the coffee machine reverts back to the prewar texture.

2. Use the prewar coffee machine and apply the dirty mat swap -> the coffee machine keeps its new textures.

 

 

P.S: This is extremely painstaking for people who only generate precombines at the end of their long project, because it's only then that they find out that they potentially need to go through hundreds of objects, if not more, to fix things. There is a huge amount of objects that act like this and it's virtually impossible to know if you have never gone through the whole cicle. The rule of thumb is: If Bethesda took a base object, duplicated it and applied a matswap directly for this object, it's prone to revert back to the material of the initial object when precombines are being generated through the default CK way.

 

Damn !!!

I could have used this info a few mods ago :tongue:

They cost me at least 1500-2000 hours of extra work to do my texture swaps at nif level to avoid the issue...

Oh well at least i learned a bit more about nifskope and textures in general doing ot the hard way.. :wink:

Edited by greekrage
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Damn !!!

I could have used this info a few mods ago :tongue:

They cost me at least 1500-2000 hours of extra work to do my texture swaps at nif level to avoid the issue...

Oh well at least i learned a bit more about nifskope and textures in general doing ot the hard way.. :wink:

I think I recall telling you about this in another thread where you uploaded some screenshots of your project in Hangman's Alley. My wording back then may not have been precise enough, sorry.

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