JuJooGuppy Posted March 26, 2016 Share Posted March 26, 2016 Title says it all, really; I recently encountered a BSOrderedNode on a .nif I was messing with, and hadn't actually seen them before.. I gather that they can contain BSTriShapes and even NiNodes too, almost acting like a NiNode structure wise... the particular mesh doesn't include ALL of the trishapes within the BSOrderedNode, either..So, really, I want to know what exactly they are used to accomplish, if there is a particular reason to use them in certain circumstances over just either using the base NiNode or a 2nd NiNode? Is it purely for organization..? Does it give some sort of rendering priority to the contained assets? The editor name makes it seem like that might be the case, but I am not really sure.I looked around a bit and didn't specifically find the info I was looking for. It does seem that they are related to rendering order, but with how fast things render as is, I am curious when this might come into play, and when I might want to use this myself in the future. So, any examples of ideal times to use them would also be appreciated. Sorry if this seems like a newbish question, but I hadn't yet encountered these :)Happy modding and thanks for your time,Ser JuJoo Guppy Link to comment Share on other sites More sharing options...
JuJooGuppy Posted March 27, 2016 Author Share Posted March 27, 2016 Anyone? I still haven't been able to discover a particular advantage over them, after messing with them a bit. Its obviously something technically different, I just am not 100% sure what and when it comes into play. Maybe at longer distance..? Link to comment Share on other sites More sharing options...
TrickyVein Posted March 28, 2016 Share Posted March 28, 2016 BSOrderedNode was used for explosion stages on some movable objects, like cars in previous games if I'm not mistaken. Link to comment Share on other sites More sharing options...
JuJooGuppy Posted March 30, 2016 Author Share Posted March 30, 2016 Forgot to reply, but thanks for your reply. I still don't know exactly what its being used for in the instance its being used, its currently being used on a brazier from the DLC. Within the node it contains a node that has all the actual geometry, and then is followed by the fire effects. Since ive added/ removed geometry and didn't necessarily put it all into the same node, I havent noted any difference yet... so really don't know honestly. Link to comment Share on other sites More sharing options...
VIitS Posted March 30, 2016 Share Posted March 30, 2016 Not sure exactly the way it functions, or what you need to do to achieve certain effects, but the only other place I have seen it was on DDProduction's Buster sword mod. He used it for the gems that you equip in the materia slots, to give them what seems to be an internal, fluctuating glow. If you want to see what it looks like in-game, I'd suggest making a copy of one of the gem nifs and massively scaling it up, then making it a static and placing it in game. With how small the gems are normally, you'd have to fiddle with the tfc camera position to get a good look. What I have noticed so far:1) He used two layers of meshes, one slightly larger than the other, and the larger one seems to be providing the shifting pattern. If you look at it very closely in nifskope you can see an outline, and playing the animation will cause the pattern to move around. 2) I was looking to use the same effect for a structure I am working on, where I apply the effect to a central part of the structure and it has some outer parts around it. It looks fine in nifskope (and the effect looks awesome in game), but when looking at the outer part through the center, it looks like it is on the same side I am (the central part doesn't block it at all, despite it almost completely blocking objects behind it. In replying to this thread, I realized I will probably have to make it part of the BSOrderedNode to get it to work right. Don't have time to figure it out night now though, so can't be sure. So it is useful for creating nested, semi-transparent objects for sure (it looks awesome). It might be the need for a moving effect shader that he used it for, since I'm seeing the same thing looking at the brazier you're talking about. They have 8 different intersecting flame meshes, a glow mesh, and two spark meshes in the bordered node. And all the mesh pieces are in the BSOrderedNode as well (with the exception of what I believe is a heat haze mesh, based on where I have seen similar), which makes me think I might be right about getting the things in the ordered node to properly block other pieces of the mesh, If you are just changing moving things out of the ordered node in nifskope, it won't show the issue I'm talking about. You have to actually load it in game to see the issue. Link to comment Share on other sites More sharing options...
Ethreon Posted March 31, 2016 Share Posted March 31, 2016 All the nuka cola bottles use BSOrderedNode too. All types of fire seem to have it too, so maybe it's telling the game how to play the specified elements? No clue however :) Link to comment Share on other sites More sharing options...
JuJooGuppy Posted March 31, 2016 Author Share Posted March 31, 2016 Thanks for the detailed reply, and you are spot on about the pieces of the fire for the brazier. I will definitely be messing with it to get a better feel for exactly how it all works together, as I am noticing that it seems like I have a few smaller details not showing up now that I have pulled things out of the ordered node, at least it looks that way. Still got lot of testing to do with them to get a better idea of how to put them together properly.I really appreciate the reply, it definitely is a help in fully understanding them. I like to have everything working cleanly and the best way possible, rather than leaving a mess in the nif but shrugging it off because it still mostly works as intended. So many thanks to all the replies! Link to comment Share on other sites More sharing options...
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