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GECK-Imported Static objects aren't working properly in GECK


theddd1

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So to explain, I'm using a couple of unused meshes that I found in the FNV meshes.bsa, specifically a couple of metro tunnels. I thought I did everything according to plan, such as importing them properly, but I've been running into a ton of issues.

 

1. When these statics (the tunnel objects) are placed in my interior level it lags my game heavily (around 15 FPS).

2. Also as soon as I run over these objects this lag gets far worse (im talking like 3FPS lag)

3. Some of these meshes don't even allow me to run over them, I get stuck on it.

 

What I have tried to solve this issue

  • To address #3 I thought it was navmesh, so I navmeshed the interior, yet I still get stuck on it.

 

  • I tried optimizing the entire level to see if this was the problem, and it did not change anything.

 

NOTE: Whenever I turn off collision in the console (tlc), framerate goes right back to normal (50FPS), however it will still lag/freeze when walking (or floating) directly over the imported objects. (maybe it has something to do with collision??)

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bump

 

this is really confusing but after some research, I think that the objects im using have collision issues?? Which might explain why there is so much lag. I could still use some help confirming this though.

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Yes, collision meshes made for FO3 statics are not always compatible with FNV.

 

Here is something you could try, though I can't guarantee it would work:

 

1. Extract the NIF file(s) the tunnel piece(s) use from Fallout - Meshes.bsa. Make sure to extract it to the same folder path the NIF file is in the BSA file.

 

2. Open the NIF file in NifSkope. Make sure Draw Havok is ticked in the Render menu.

 

3. In the Block List section, collapse BSFadeNode > bhkCollisionObject.

 

4. Double-click on bhkRigidBodyT and erase the "T" suffix, so it's bhkRigidBody. You will then see that the collision mesh was pushed downwards - ignore it for now and save the changes.

 

5. Now test it in-game. If the lags are eliminated - you solved the problem. There is still something left to do:

 

6. Re-open the NiF file in NifSkope. Now you need to select (in the Block List) every NiTriStrips branch, and in its Block Details section fix the Z translation so it's on the same level as the collision mesh. When done, save the changes.

 

7. Finally, open your file in the GECK and fix Z position of the tunnel pieces.

 

Good luck!

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Weird. I've used these exact same metro tunnel pieces without doing anything to their collision models and not had any issues with FPS drop.

 

The FNV engine uses both bhkRigidBody and bhkRigidBodyT - the T suffix just means that you can translate, rotate and scale the collision model separately from the node it's attached to.

 

So I guess we need more information. Do you experience similar FPS drops with other new, imported static objects?

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Yes, collision meshes made for FO3 statics are not always compatible with FNV.

 

Here is something you could try, though I can't guarantee it would work:

 

1. Extract the NIF file(s) the tunnel piece(s) use from Fallout - Meshes.bsa. Make sure to extract it to the same folder path the NIF file is in the BSA file.

 

2. Open the NIF file in NifSkope. Make sure Draw Havok is ticked in the Render menu.

 

3. In the Block List section, collapse BSFadeNode > bhkCollisionObject.

 

4. Double-click on bhkRigidBodyT and erase the "T" suffix, so it's bhkRigidBody. You will then see that the collision mesh was pushed downwards - ignore it for now and save the changes.

 

5. Now test it in-game. If the lags are eliminated - you solved the problem. There is still something left to do:

 

6. Re-open the NiF file in NifSkope. Now you need to select (in the Block List) every NiTriStrips branch, and in its Block Details section fix the Z translation so it's on the same level as the collision mesh. When done, save the changes.

 

7. Finally, open your file in the GECK and fix Z position of the tunnel pieces.

 

Good luck!

Sorry it took me so long to respond, but I looked at it in nifskope and it already says that it is a "bhkRigidBody", it doesnt have the T in it.

 

 

I dont know what is going up with this this, all the other metro statics work just fine, but the tunnel ones aren't.

What I noticed is that I can't even run over them. My character just floats when I teleport into the interior level. Yet I'm using the exact same tunnel models (MetTun2Way02) that are used in the "Nellis train tunnel". I think Im just screwing something up..

Edited by theddd1
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If you're using a door to connect to your interior cell have you made sure that the marker is positioned above the ground and not stuck in walls?

 

Simple question, I know but you haven't given us any more information to go on.

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If you're using a door to connect to your interior cell have you made sure that the marker is positioned above the ground and not stuck in walls?

 

Simple question, I know but you haven't given us any more information to go on.

Yes I understand this is reallyyy vague stuff, but I'm not sure how else I can describe this situation, I have done numerous searches on this forum/google, and have found literally nothing.

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Create a new cell in a new plugin while importing these statics to use in your map. Or create a new cell in the same plugin. We can at least try and disentangle mesh-issues from issues with the cells you've created.

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Sorry, reviving this thread after like 6 days...

 

I discovered the problem, I'm posting this so that if someone else has the same problem in the future, then this is probably the solution to that problem.

 

So basically it wasn't a problem with the meshes or the collision for those objects. My interior level was just too big. I never knew that there were size limits for interior cells, so what would happen is that the statics, npc's, clutter, etc. towards the end of my level (the objects that were outside of the level's size limits) were being squished together in a certain part of my cell that was inside the limits.

 

The collision between those objects being forced into one tiny space caused a massive drop in FPS upon loading that level, making it seem as if some of the statics were causing lag when that was not the case.

 

So I found that by dragging all the statics, npcs, objects, etc. to around the coordinates (-1012, 20979, 7168) allowed me to keep everything in my level within the limits of the cell size.

 

To some this is probably just a major rookie mistake, but for me (as this is my first FNV mod) I'm relieved that I found the problem and fixed it.

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