jcdenton2012 Posted September 26, 2015 Share Posted September 26, 2015 Uh hi... I can't remember if I posted this in the forums earlier because I thought that I did, but my brief search showed nothing from me regarding this topic. In any case, I was wanting some help altering the existing nifs for Parliament and Westminster Abby so that they can actually be used in a mod. Pretty much, I want them flattened into single meshes without the excessive scol data which multiples the nif data from small to massive. I have the designs already finished, but due to their massive sizes its impractical to use them in the GECK. I remember talking to some TTW guys about this once, like a year ago. Evidently, they have to be taken into 3d max or something, and flattened their since Python will crash due to their sizes. I... oddly enough, don't have a mind for that type of stuff, and was wondering if I could recruit someone to help get this done to kind of add to my long list of resources. If you want, I can post a download link to mediafire where I had it uploaded, but be forewarned... it's a big ass file... Link to comment Share on other sites More sharing options...
madmongo Posted September 26, 2015 Share Posted September 26, 2015 I experimented with making large cliffs once, with the idea that I could more quickly create certain types of terrain areas. What I discovered is that the game doesn't handle very large single-mesh nifs very well. What you are asking for won't work properly once you put it into the game. If you want it to work in-game, what you are probably going to have to do is break the scols down into smaller pieces with individual nifs for each piece. Then you'll have to reassemble the pieces in the GECK to create the complete buildings. Link to comment Share on other sites More sharing options...
devinpatterson Posted September 26, 2015 Share Posted September 26, 2015 I was wanting some help altering the existing nifs for Parliament and Westminster Abby so that they can actually be used in a mod. If you want, I can post a download link to mediafire where I had it uploaded, but be forewarned... it's a big ass file... Sure, post them. I experimented with making large cliffs once, with the idea that I could more quickly create certain types of terrain areas. What I discovered is that the game doesn't handle very large single-mesh nifs very well. What you are asking for won't work properly once you put it into the game. If you want it to work in-game, what you are probably going to have to do is break the scols down into smaller pieces with individual nifs for each piece. Then you'll have to reassemble the pieces in the GECK to create the complete buildings. I think Jcdenton2012 is saying that it's the scol data *specifically* that is inflating the data; Pretty much, I want them flattened into single meshes without the excessive scol data which multiples the nif data from small to massive. Once the static col is converted to a single nif, that data won't be an issue, and it shouldn't be such a monster to work with. Link to comment Share on other sites More sharing options...
madmongo Posted September 27, 2015 Share Posted September 27, 2015 Yeah, I understand what his problem is. What I am saying is that if he takes these large buildings and converts them into a single nif, they won't display very well in the game. If you want to see what I am talking about, take one of the large cliff pieces and put it in the landscape somewhere and scale it up to a size of 10 to make it huge. Then go into the game and walk up towards it. The cliff won't display until you get close enough to its location in the GECK (a single point). But since the cliff piece is so huge, it should be visible long before that. You end up with an invisible huge cliff that suddenly appears right in front of you when you get close enough to its editor location point. He needs to take his large buildings and not only convert them into single nifs so that he's not overwhelmed by scol data, but he also needs to break them up into smaller chunks so that they display properly in-game. Link to comment Share on other sites More sharing options...
DaemonGrin Posted September 27, 2015 Share Posted September 27, 2015 Yeah, I understand what his problem is. What I am saying is that if he takes these large buildings and converts them into a single nif, they won't display very well in the game. If you want to see what I am talking about, take one of the large cliff pieces and put it in the landscape somewhere and scale it up to a size of 10 to make it huge. Then go into the game and walk up towards it. The cliff won't display until you get close enough to its location in the GECK (a single point). But since the cliff piece is so huge, it should be visible long before that. You end up with an invisible huge cliff that suddenly appears right in front of you when you get close enough to its editor location point. He needs to take his large buildings and not only convert them into single nifs so that he's not overwhelmed by scol data, but he also needs to break them up into smaller chunks so that they display properly in-game. I thought that was an LOD thing? I dunno I don't mess with that....yet @.@;; Link to comment Share on other sites More sharing options...
devinpatterson Posted September 27, 2015 Share Posted September 27, 2015 What I am saying is that if he takes these large buildings and converts them into a single nif, they won't display very well in the game. If you want to see what I am talking about, take one of the large cliff pieces and put it in the landscape somewhere and scale it up to a size of 10 to make it huge. Then go into the game and walk up towards it. The cliff won't display until you get close enough to its location in the GECK (a single point). But since the cliff piece is so huge, it should be visible long before that. You end up with an invisible huge cliff that suddenly appears right in front of you when you get close enough to its editor location point. I thought that was an LOD thing? I dunno I don't mess with that....yet @.@;; Yep that's a LOD issue, and it is exactly how I would expect it to function if it's level of detail for that world space wasn't generated. Link to comment Share on other sites More sharing options...
jcdenton2012 Posted September 27, 2015 Author Share Posted September 27, 2015 Here's the download link for the curious. Good luck... you're going to need it. :blush:http://www.mediafire.com/download/eue6aw5pj0b0cwy/Westminster.zip And you'll understand the issue once you start skimming through the SCOL nifs. I really need them... "flattened" or whatever the term really is... so that the data doesn't eat up so much god awful space. Then they can be used. Link to comment Share on other sites More sharing options...
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