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Dry Floors


fallout6six6

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I think it will be immersive breaking unless you promise yourself for certain Floor you will ALWAYS put a roof on it. Wet floor is not texture but specular map file, dictated by material file.

 

The best way to handle it is to script the floor to be dry or wet based on Rain occlusion data. Rain occlusion is already part of the game: Rain doesnt show up under roof.

 

It requires GECK.

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Thank Bethesda for incompetence beyond belief. FO4 rips off most sensible popular mods for their earlier games- and even then gets so many basic things wrong. The 'wet floor', raindrops on power armour helmet, even when beneath a roof that the game KNOWS about, is plain infuriating.

 

Some things in FO4 are just so bad and inexplicable, I'm sure under appreciated members of the dev team did them on purpose in spite.

 

However, with wet floors, I think we have an 'all or nothing' problem. Floor objects frequently cross ceiling barriers, placing them partially out-doors and partially indoors. Unless the game re-meshes based on vertical ceiling projection (ie.' subdivides floor meshes that cross boundries), having a proper wet-dry boundary is IMPOSSIBLE.

 

Well, you may say, have wholly 'under cover' floor objects 'dry' and other floor objects 'wet' (very easy to code), but the problem with this would be the visible wet/dry boundries that would NOT match the ceiling, but instead would make visible the floor object 'tiling' (and that would look very horrid indeed).

 

The wet shader could test against a special vertical shadow map generated by the geometry, but this simple solution probably never occured to the coding 'geniuses' at bethesda- and even the GECK is unlikely to allow this method to be added.

 

To conclude- the Settlement building option makes a mesh solution to indoor/outdoor floor objects impossible, at which point Bethesda gave up solving the problem. A different method (based on Skyrim mods- Bethesda finds it very hard to invent solutions on their own) keeps the rain sprites 'outside' in FO4.

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