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FO4 Build Optimization


hamguy21

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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.

 

Couldnt just change the path from the existing texture to the modified one resolve it?

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What OP wants is known as static batching. It's a common feature in games, and has some pretty cool non-generic implementations: to emulate dynamic batching, just be smart with the buffers that hold the vertex info; use a 4th float as an object index variable, then remove vertices from buffer via object index when object disabled/removed.

 

I think Bethesda may actually use a badly coded implementation of it (static batching can be used to keep draw calls <3,000, but Fallout 4 is often > 7,000), considering the performance hit when you disable bUseCombinedObject.

 

 

It's relatively easy for a coder to implement batching, but Bethesda will never release the source code, so we're simply out of luck.

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Couldnt just change the path from the existing texture to the modified one resolve it?

That's the thing, you can't do that via vanilla Papyrus script.

Couldn't you use the new Material Swap feature for Fallout 4?

I didn't see anything like that exposed to Papyrus, but I might have missed something.
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I didn't see anything like that exposed to Papyrus, but I might have missed something.

 

As you know I'm only just learning Papyrus and still not all that proficient. I thought there was a way the game did this with the power armors through an object mod template item, however after a closer look I don't think it worked quite the way I was hoping. It was more along the lines of creating a new item with the specified traits.

 

Theoretically of course that's possible, deleting the multiple singular objects and replacing them with a single combined object that already has the texture specified in its own unique .nif but that seems an incredibly brute force way of doing it. There's got to be a more elegant solution than that.

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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.

 

couldn't you just Tile the textures?

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couldn't you just Tile the textures?

No. Again, nothing like that is exposed to vanilla Papyrus.

I dont see why you need papyrus for this. dont we have Nifskope.
Well, adding, say, six meshes together in Blender, cleaning up vertices / faces, stretching the texture, etc, can all be done, of course. But then what would you do if the player only put 4 objects together instead of six?

 

You could create one, two, three, etc, item blocks and replace what the player puts down dynamically, that would work. It would be a major pain, but theoretically possible.

Edited by Reneer
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