hamguy21 Posted March 17, 2016 Share Posted March 17, 2016 (edited) Is it possible to mod the game to combine placed building objects into groups so that you can reduce the memory and impact it has on the game. Example look at this pic. Lets say i have a wall and i used concrete blocks to make it, instead of each individual block registering as an object the computer has to track, it combines into one giant rectangular or cubic block. Edited March 17, 2016 by hamguy21 Link to comment Share on other sites More sharing options...
chucksteel Posted March 17, 2016 Share Posted March 17, 2016 The game already uses Static Collections, For example all the buildings that you can't scrap in Sanctuary Hill are Static Collections. The problem your not understanding is that Static Collections Do Not increase performance because of all of the Unseen Verts in the Meshes. They also can hurt performance if they are used too often. Link to comment Share on other sites More sharing options...
hamguy21 Posted March 18, 2016 Author Share Posted March 18, 2016 The game already uses Static Collections, For example all the buildings that you can't scrap in Sanctuary Hill are Static Collections. The problem your not understanding is that Static Collections Do Not increase performance because of all of the Unseen Verts in the Meshes. They also can hurt performance if they are used too often. what static collection, what are you talking about. I am talking about combining multiple building objects placed like floors and combining it, into a single large object. Link to comment Share on other sites More sharing options...
Reneer Posted March 18, 2016 Share Posted March 18, 2016 (edited) what static collection, what are you talking about. I am talking about combining multiple building objects placed like floors and combining it, into a single large object. http://forums.nexusmods.com/public/style_images/underground/attachicon.gif5645.jpgThat's not going to happen in-game, if I understand what you are asking about. There would be no way to tell the game engine that those previously separate objects are now one object, at least not in any useful way. Let alone telling the GPU renderer that. Edited March 18, 2016 by Reneer Link to comment Share on other sites More sharing options...
hamguy21 Posted March 18, 2016 Author Share Posted March 18, 2016 what static collection, what are you talking about. I am talking about combining multiple building objects placed like floors and combining it, into a single large object. http://forums.nexusmods.com/public/style_images/underground/attachicon.gif5645.jpgThat's not going to happen in-game, if I understand what you are asking about. There would be no way to tell the game engine that those previously separate objects are now one object, at least not in any useful way. Let alone telling the GPU renderer that. wouldn't it just be rendering a 6 sided cube with tiled textures on it? I dont know how it would be done but when the geck is released couldn't you script a dynamic sequence where separate objects combine and their combined texture is printed on the cube as 1 giant texture. Link to comment Share on other sites More sharing options...
Reneer Posted March 18, 2016 Share Posted March 18, 2016 (edited) wouldn't it just be rendering a 6 sided cube with tiled textures on it? I dont know how it would be done but when the geck is released couldn't you script a dynamic sequence where separate objects combine and their combined texture is printed on the cube as 1 giant texture.No, that would not work. We don't have that kind of low-level access to the rendering system that would be necessary for that sort of thing. Edited March 18, 2016 by Reneer Link to comment Share on other sites More sharing options...
minngarm Posted March 18, 2016 Share Posted March 18, 2016 wouldn't it just be rendering a 6 sided cube with tiled textures on it? I dont know how it would be done but when the geck is released couldn't you script a dynamic sequence where separate objects combine and their combined texture is printed on the cube as 1 giant texture.No, that would not work. We don't have that kind of low-level access to the rendering system that would be necessary for that sort of thing. wonder how feasible it would be just to make a duplicate block with higher dimensions for that. Link to comment Share on other sites More sharing options...
Reneer Posted March 18, 2016 Share Posted March 18, 2016 (edited) wonder how feasible it would be just to make a duplicate block with higher dimensions for that.That would likely be more doable, since you could just use SetScale (though SetScale only makes the object bigger / smaller on every axis). And it would just make the texture look worse because you're stretching it over the larger mesh. Edited March 18, 2016 by Reneer Link to comment Share on other sites More sharing options...
minngarm Posted March 18, 2016 Share Posted March 18, 2016 wonder how feasible it would be just to make a duplicate block with higher dimensions for that.That would likely be more doable, since you could just use SetScale (though SetScale only makes the object bigger / smaller on every axis). And it would just make the texture look worse because you're stretching it over the larger mesh. Texture replacement with blown out custom texture. Link to comment Share on other sites More sharing options...
Reneer Posted March 18, 2016 Share Posted March 18, 2016 Texture replacement with blown out custom texture.Sure. But I'm pretty sure you can't do that with Papyrus. At least, not without a script extender. Link to comment Share on other sites More sharing options...
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