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Puddle decal removal?


twizzOr

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I'd like to remove all of the persistent fake road puddles (with the horrible cubemap fake reflection). Not only are the fake reflections over the top, but the idea that a puddle would persist as it is over time and under all weather circumstances is silly.

 

Can i just go cell by cell and delete the decals? Will that create precombine and previs data issues. Is this even feasible?

 

Help, advice, wisdom appreciated.

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It's not smart to delete vanilla Refs. it can cause issues such as CTD's and mod conflicts.Â

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Your best bet is to go through each cell and set them to initially disabled but that's going to be a lot of work.Â

Thanks Chuck...appreciate it.

 

I *really* hate those fake puddles :)

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Wild idea:

Ctrl+F

Replace all in world with an invisible static object.

 

No idea of the ramifications, but should be quickest.

Use at own risk.

 

2nd wild idea:

Replace the nif of the puddle with some blank/textureless plane nif.

 

Same "use at own risk" as above.

 

3rd wild idea:

Check the object in the in the object window. If you can edit the base object to be initially disabled, that may carry over to the individually placed in game objects.

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Wild idea:

Ctrl+F

Replace all in world with an invisible static object.

 

No idea of the ramifications, but should be quickest.

Use at own risk.

 

2nd wild idea:

Replace the nif of the puddle with some blank/textureless plane nif.

 

Same "use at own risk" as above.

 

3rd wild idea:

Check the object in the in the object window. If you can edit the base object to be initially disabled, that may carry over to the individually placed in game objects.

 

Thanks! Am looking to your second idea.

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So i actually think i did it:

 

I created a new transparent and fully masked diffuse texture and then edited the BGSM files to include that new diffuse. i left the normal and specular alone.

 

A few questions (since i feel like this is a total hack job):

 

1. is there any way i can optimize the material? Do i need the normal and specular files at all? My changes in Material Editor (they are identical in the other two BGSM files i altered):

 

 

http://i.imgur.com/EoFDOgc.png

 

2. When I try to pack the new files in a BA2 (logged into beth.net in the CK), the mod fails to work. Even using an esp to inject the BA2 fails. I've packed them as loose and the mod installs and functions just fine. I'd rather not use an esp at all. Since the files are so small, is there any real reason to pack them?

 

Thanks for any help or advice.

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personally i went and deleted everything i didnt want through CK in sanctuary (decals/puddles/trash etc etc... )

I went and selected each cell (sanctuary has a lot of ext's :P ) and deleted all most everything except certain markers/triggers etc...

I have zero issues so far.

Here it is at stage one. http://prntscr.com/c69dnt (surrounding area not bare just not rendered)

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personally i went and deleted everything i didnt want through CK in sanctuary (decals/puddles/trash etc etc... )

I went and selected each cell (sanctuary has a lot of ext's :tongue: ) and deleted all most everything except certain markers/triggers etc...

I have zero issues so far.

Here it is at stage one. http://prntscr.com/c69dnt (surrounding area not bare just not rendered)

Holy crap! you weren't;t kidding around.

 

Appreciate the information. i think I've found what I'm looking for. Next up is editing the specularity of the road chunks to remove that small amount of shine that's out of place.

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I modified the vanilla BGSMs to point to a new texture (which does the trick).

 

After doing some research, i think the reason packing it up into a BA2 nullifies the change is that I'm using vanilla BGSMs to do the work. So I further think that i should be using new BGSMs, but i do not know how to find the NIFs they are attached to (so i can edit the NIFs to point to the new BGSMs which in turn contain the new texture).

 

Is that correct? if so, how do i find the NIFs? Am I overthinking this?

 

Thanks!

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