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New landmasses questions


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(To bring this poor guys thread back around to being somewhat helpful...)

There's little reason you can't do your own worldmap for this area/island, by the way.

 

I can't remember how to actually make it from the actual trrrain, off the top of my head (I do remember it's gotta go through a few different programs, including FO4Edit), but getting it into the game is not terribly difficult (though a few peculiarities).

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Easy peachy dude!

 

Let me play with your marvelous mod shown in the YouTube clip you put up as proof! You see I have a lot of PC at home some of them not so top of the art. It would be interesting to see if your personal thing works as flawless as you preach it would. I locally for FO4 have Steam's FPS thingy turned on, it would be interesting to see how it works on my different PC setups if YOU dare!

Because what you let us see on YouTube don't impress me at all, it lags terrible! (I give you this, YouTube can mess up things, but if you had turned on Steam's FPS tool it at least had proved the FPS in real play, and not messed up with YouTube compression)

 

What You are up to in the mod you show I can't say, it looks very intriguing, is there a URL for it?

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@BusinessVulture

What Blah says, to make it easy, try use the RegionEditor for big landmasses as a starter, but be aware, it is very "chess" in placing stuff, since it (not randomly) try to place stuff in the new world space but coordinate based. You can make around that by adding sublevels of placing in the setup. That's to not make it look to much machinery placed!

 

There are some very interesting details and tutorials if you Google CK Region Editor pointing to sites discussing Skyrim world creation, and frankly there is not that much difference between the two. Until you play with the navmesh and LOD creation path for FO4.

 

If you got this far and still think it look to much machinery placed by still using Region Editor it is not all lost, you can i CK just grab a lot of annoying lined up stuff, rotate it a bit and hit F to make it more random, repeat until you are satisfied!

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Nimboss,

nah, i'm still working about this mod, it's pretty big (there territory triple bigger then commonwealth), also there 7 huge cities as Manchester u saw more then 100 locations and over 30.000 exterior objects added, and nowhere i didn't meet any drops or stress because of Full LOD. It's myth. or curved hands of modders.)

Ofc. i will make cool youtube and screenshots and will share mod, but later, when it will be done(

 

p.s.

MipMaps doing their work well, vanilla distant of any LOD will disappear is 200.000 points (commonwealth is over 50.000 or smth). most fallout4 vanilla textures have dxt5 conversion, and 512-4k resolution. this way they are support 10-13 mipmapping steps. and this way 4k texture will be 2k texture in over 10 meters in front of char, 1k in 30 meters, 512 in next step untill it will became 1x1 texture somewhere far. so, i really don't belive that 1x1 textures somewhere in 200.000 points range and some 2x2 texture at 100.000 points will push my videocard very hard) also there is nice option in prefs.ini 'iTexMipMapSkip', which control it.

 

Another thing is Meshes, they are using RAM, because they are 'persistent' when full lod is working. that mean when u start game they are appear in world too, and yes, i thought it will burn my laptop and will kill fps, but again no.

There simple thing why, for example, a lot of ppl have lags in fallout 4 cities - it because most of static meshes there have it's analog - lod mesh. wow, like sais some-guy-that-know-how-fallout4-engine-working-and-how-i-have-no-idea-bla-bla-bla, - i'm not right, lodmeshes are cool thing for memory safe. But on practice, - when u going from one cell to another in city and waiting while lodmesh of some building will be changed with original mesh over 10-15 seconds because there too many of this - that's sucks.. and not always working, as guys from the internet say)

So, if to remove any lodmeshes links and remove any flags from static objects - it will disable this 'switching', and you will get original lod at start. about how much ram it will take - in my way it's over 800mb for near 7-8.000 persistent objects.

 

BusinessVulture, i'm sorry for offtop

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So you have an empty worldspace without NPCs, navmeshes, AI, quests, scripts, etc., simply an empty space where all CPU and memory resources are spent on just drawing and nothing else, and brag that it works fine? Alright. I actually believe you.

 

Also marking any object persistent forces the game to persist it - store in the saved game. You are going to bloat user's saved games with thousands of useless refs just because you don't believe in LOD optimization "that's sucks". And you really think that LOD meshes are for "memory safe" only? You really have no idea how the engine works, and instead of listening to advices from "some-guy-that-know-how-fallout4-engine-working-and-how-i-have-no-idea-bla-bla-bla" you prefer to give your own bad ones.

 

Create your mod the way you want it, but don't spread misinformation to others. This is not welcomed in the modding community.

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Imagine Boston with persistent objects, lol. Its not working... it never will... It will slap you in the face and laugh at you. The engine won't be able to handle it and will die. There is a reason, why things have been done, the way they are. You can't tell the opposite, even when its working in your small world with nothing. zilav is right and there is no discussion necessary. Things already got hairy in Oldrim, when you tried to use a lot of persistent objects. The 64-bit engine handles things much better, but what you advice will break it at some point.

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