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Tunnel hole through Landscape


Sarung

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So I want to run a railway tunnel underneath the landscape, only I cannot figure out how to put a hole in the landscape or separate the cells or however its needed to be done. Does anyone have any ideas?

 

 

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@sarung

Excellent idea and,

may I say, there are many ways to 'skin a rad'cat"

 

New Lands, Any Door To Any Where, and Place Anywhere are your friends hehe.

 

you can use this to link to things like "The Underboston" in a non-procedurally iterative non-random way,

ie, "fixed entrances" map and path to "fixed new lands cells" rather than having procedural iterative 'MCMC/random iterative cells" for

"procedural iterative dungeon crawling" etc... you know the entrance to a given cell will always be at a given location...

and to other cells etc.

 

you can also use this, to put elevators "through" things which would otherwise be a nightmare to have an elevator function through.

you can also use this to put trains and vehicles through solid places,

and, to re-path NPC's to areas more simply if there are collision or other improperly formatted things.

see "The Bermuda Triangle that is Vault75" hehe.

 

not to mention, gangways which allow for "landing or docking" from a moving settlement or target node...

that is very much related to this question.

 

 

 

The first and prominent idea that comes to mind,

is "Any door to Any where",

a doorportal.

using this, and New Lands, it is possible to make a 'tunnel'...

without needing to deal with the hassle here:

https://forums.nexusmods.com/index.php?/topic/5522717-fallout-4-optimization-and-performance-systems-explained/

 

Above: an awesome thread which outlines excellent mod design principles,

and why some particular artifacting or glitches and weirdness can happen.

 

ie Method

- select area you wish to link, like the UnderBoston etc.

- place anywhere or CK place the "any door to any where instance"

- link that any-door-to-anywhere to the interior new lands cell or to an exterior new lands...

- place the any door to any where exit door.

 

you can also keyframe it and synch it,

for elevators which go through entrances etc.

You can transition between those, bypass the persistent universe object etc.

that way, it appears the train instance or whatever is really in that cell and location,

rather than having it be hyperdefined or collide etc.

 

so, you can combine this also with "mesh overrides",

to put hidden secret elevators through otherwise 'solid' meshes, without needing to alter the precombine and precull,

or without needing to toggle no-clip in order to use your elevator...

 

----

check out GreekRage's "secret entrances",

blahblahDeeblahblah's awesome new lands ideas, oh, and nodal vehicle ideas!

cypher2012's trains mod (and the other "indianajones" style carts)

you can make a lot of very awesome stuff combining all of those.

 

we're looking at ways to also,

generate as an animation on the decal/doorportal surface,

ways to 'look into' the new lands cell etc.

This is how the "TARDIS" works, allowing you to see into the Tardis interior cell...

it looks larger on the inside, because of the way that has been done.

yet, it is deceptively simple as a 2D-3D reference.

 

to be sure, this is like the mirror paradox,

and comes with limitations - you cannot have LineOfSight to anything like a settlement which might be nX! combinatorially changing etc...

that would break the illusion of continuity, because on one side of the door portal, the image configuration would not match to the other side...

however, it is fairly awesome!

we're pushing the bounds of intransative homeomorphisms for the camera-instances in the game,

and much more down that direction, we'll need some more intensive overhauls hehe.

 

 

 

I hope you find the above useful in your modding endeavors,

and I look forward to hearing from folks who've dabbled in this stuff,

as there are some truly awesome complex mods starting to form.

 

there'll be some better how-to tutorials coming shortantly,

from modders who are much better at communicating this,

so as you don't need to sift through an abstract wall of text, such as the long-form written description above hehe.

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@sarung

Excellent idea and,

may I say, there are many ways to 'skin a rad'cat"

 

New Lands, Any Door To Any Where, and Place Anywhere are your friends hehe.

 

you can use this to link to things like "The Underboston" in a non-procedurally iterative non-random way,

ie, "fixed entrances" map and path to "fixed new lands cells" rather than having procedural iterative 'MCMC/random iterative cells" for

"procedural iterative dungeon crawling" etc... you know the entrance to a given cell will always be at a given location...

and to other cells etc.

 

you can also use this, to put elevators "through" things which would otherwise be a nightmare to have an elevator function through.

you can also use this to put trains and vehicles through solid places,

and, to re-path NPC's to areas more simply if there are collision or other improperly formatted things.

see "The Bermuda Triangle that is Vault75" hehe.

 

not to mention, gangways which allow for "landing or docking" from a moving settlement or target node...

that is very much related to this question.

 

 

 

The first and prominent idea that comes to mind,

is "Any door to Any where",

a doorportal.

using this, and New Lands, it is possible to make a 'tunnel'...

without needing to deal with the hassle here:

https://forums.nexusmods.com/index.php?/topic/5522717-fallout-4-optimization-and-performance-systems-explained/

 

Above: an awesome thread which outlines excellent mod design principles,

and why some particular artifacting or glitches and weirdness can happen.

 

ie Method

- select area you wish to link, like the UnderBoston etc.

- place anywhere or CK place the "any door to any where instance"

- link that any-door-to-anywhere to the interior new lands cell or to an exterior new lands...

- place the any door to any where exit door.

 

you can also keyframe it and synch it,

for elevators which go through entrances etc.

You can transition between those, bypass the persistent universe object etc.

that way, it appears the train instance or whatever is really in that cell and location,

rather than having it be hyperdefined or collide etc.

 

so, you can combine this also with "mesh overrides",

to put hidden secret elevators through otherwise 'solid' meshes, without needing to alter the precombine and precull,

or without needing to toggle no-clip in order to use your elevator...

 

----

check out GreekRage's "secret entrances",

blahblahDeeblahblah's awesome new lands ideas, oh, and nodal vehicle ideas!

cypher2012's trains mod (and the other "indianajones" style carts)

you can make a lot of very awesome stuff combining all of those.

 

we're looking at ways to also,

generate as an animation on the decal/doorportal surface,

ways to 'look into' the new lands cell etc.

This is how the "TARDIS" works, allowing you to see into the Tardis interior cell...

it looks larger on the inside, because of the way that has been done.

yet, it is deceptively simple as a 2D-3D reference.

 

to be sure, this is like the mirror paradox,

and comes with limitations - you cannot have LineOfSight to anything like a settlement which might be nX! combinatorially changing etc...

that would break the illusion of continuity, because on one side of the door portal, the image configuration would not match to the other side...

however, it is fairly awesome!

we're pushing the bounds of intransative homeomorphisms for the camera-instances in the game,

and much more down that direction, we'll need some more intensive overhauls hehe.

 

 

 

I hope you find the above useful in your modding endeavors,

and I look forward to hearing from folks who've dabbled in this stuff,

as there are some truly awesome complex mods starting to form.

 

there'll be some better how-to tutorials coming shortantly,

from modders who are much better at communicating this,

so as you don't need to sift through an abstract wall of text, such as the long-form written description above hehe.

Correct me if I'm wrong, but is this what Bethesda used to get from the entrance area of Vault 95 into the vault proper? Essentially an elevator ride that acts as a load screen? Or is Vault 95 technically part of the outdoor cells and the elevator just teleports you to it when the doors close?

Edited by jkruse05
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@jkruse05

you've got it in one- a partioned elevator ride which acts as a 'hidden load screen'.

the interior of the elevator can also have animations play on the decal nurbs surfaces,

as in the Boston Bay nod to bioshrwawk, which has pre-recorded machinima animations play,

to give an illusion of much larger scope.

 

that's my understanding of that anyhow hehe.

 

this 'elevator/doorportal trick' shows up in a lot of mods

which move between one location and an interior new lands cell or new lands cell bypass.

vault 95 is more the latter --- "just teleports you to when the doors close"

ie Open World Cell -> door instance -> interior elevator/new lands -> interior vault cell.

 

a similar thing happens at Mass Fusion Tower elevator...

which makes for very interesting case study to understand how they achieved that so seamlessly.

 

 

 

V111, v95, v81 and v75 use a combination of those to achieve it.

as does the Mass Fusion 'tower elevator'

Mass Fusion and the Junkjet are great case studies in FO4.

 

Vault 1080 uses a similar trick for moving to the interior vault.

the Memory Den virtual holodeck, and "theta-Tan' teleporter realm new lands also use this...

instead of an elevator, they use a memory hijack or 'teleport error' as the "elevator",

which places a solid around the player which plays the animation on it, as a 'curtain drop transition'...

similar to how the teleport function works - it plays that animation,

but if you were to view it with a 3rd perspective camera, the player just appears at the reference point.

 

and of course, the TARDIS for FO4Who uses a similar trick.

 

-----

the mass fusion elevator was in concept art,

envisaged as an 'moving settlement on a freight elevator',

which was abandoned due to time constraints.

several mods are working to restore that 'original vision' for such,

and the concept "Vault 666" or "scrap-scraper elevator settlements"

are an exploration of that.

 

another great example of this trick,

is at Poseidon Natick Enclave Redoubt -

that large pipe in the lake?

actually, it's a hidden Vertibird landing pad!

it throws up a big plume/geyser of water, to conceal the landing of a stealth-Vertibird...

undiscerning folks might hear a metallic clink or so,

though they'd just think it was part of the water-feature in the lake.

sneaky enclave hehe.

 

in upcoming Beth TV behind the scenes,

they share some ideas on how to achieve certain effects

and I'm looking forward to a CreationClub livestream or Q&A session with some of our favorite modders,

so as we can see symposia and get some ideas from modders in real time.

Beth TV Q&A's as a monthly event would be phluppin' awesome!

 

 

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