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Adding to the top of the map


HellFencer

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Hello all, I'm new to the modding world of New Vegas, but not modding in general nor programming/scripting. Its all just a matter of syntax once you know how to think in computer logic. Anyways, I'm already able to make some changes and so far nothing has been beyond me in terms of being able to figure out through trial and error. So there's my level of experience.

 

My question is this: Provided one were to create nav-meshes (done right) for the areas on the edges of the map, is there large potential to crash the game if I build structures and NPCs and whatnot? I've experimented walking all around the edges of the map and it doesn't crash just from being there. Granted there's no nav-meshes or things to do, but they've got like... I don't know, a half-mile worth of terrain that is shaped and halfway textured (needs variety, stat!) just begging to be used somehow.

 

The only problem I foresee is players trying to wander off in an unmoded section where the terrain eventually does kind of stop or something... Its a very strange out there. I could just encircle the area with more rocks and just warn player not to tlc off into nowheresville, I guess.

 

So, what do you think? Has anyone tried this? Also, I apologize if this has been asked before; didn't find it in a search though.

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Yes, I mentioned this a few times in these forums, It is definitely something I wish would be taken advantage of, as you say there are miles out there begging to be added to.

 

The navmeshing of such a large area is the main issue, depending on how much you intended to add it may increase loading times and in doing so may cause crashes on lower end or already troublesome computers, but I honestly don't think this is the reason no one has added to these areas (save the mod Warzones, which does delve into these areas a bit). The main reason is the navmeshing and LOD issues which cause buildings etc not to show up until you are quite close to them.

 

I was obsessed with this idea for a while, and I tried to just add "ranged" enemies to the areas (lone snipers, crazy robots etc) as ranged NPCs will still fight you, they will just be unable to move due to the lack of navmeshing.

 

If you are seriously considering navmeshing these areas, then I'm sure you would receive support in level creation and story line development etc.

 

The best way to avoid players walking off the "edge of the world" would be to redo the invisible walls or to add impassable mountains at these drop off edges.

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Thanks for the quick responses guys. Much appreciated.

 

Adman: I figured the hardest part and biggest challenge to overcome would be the navmeshing, since its a huge area with 3 dimensions to worry about. Its something I'm definitely interested in doing (and doing well). The LOD issue is something I've heard about, which is a bit disconcerting. I've watched some of the Warzones videos to see such things in action. Its not game-breaking or anything, but it IS a bit annoying.

 

Cyberlazy: Is it possible to tell what does and does not have the LOD data, from within the GECK? Also, I've not heard of the term "regenerating the object LOD" however; can you elaborate?

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To be honest the navemesh is the least of your problems.

 

Generating the LOD is a much bigger issue. You would have to regenerate LOD for the entire NV wasteland not just the areas you add to. Many people have tried to generate LOD for the wasteland and, as far as I know all have failed miserably. I include myself in this group sadly! http://forums.nexusmods.com/public/style_emoticons/dark/wacko.gif

 

Generating LOD is frustrating and, time consuming at best, you'll need an extremely powerful rig to generate LOD for the entire wasteland and even if you have the power it will likely take a few days just to deciminate the meshes. (First step in LOD Generation)

 

I'm not trying to discourage you, I'm just giving you a warning on what to expect. If your interested there is a link in my sig that will help you get started with LOD generation. NV LOD essentials contains many (but, not all!) of the files you'll need to generate LOD. It also has a mini tutorial on LOD, as some explanations of what errors you may get and, how to decipher them. I'm not the best writer but, I did try to explain the process the best I could.

 

Hope this helps,

 

chuck

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Hmmmm. Well it appears that I won't be bothering with LOD regeneration at this time, then. I didn't realize you'd have to redo the entire thing; I figured it was handled cell-by-cell. I reeeeeally don't have the PC setup for extreme rendering and things of that nature, so it may not even be possible for me to try.

 

I guess this is why people build brand new worldspaces that you travel to. Still, LOD issues aside, I think it would be a great addition to have more towns / dungeons / whatever on the edges of the NV map. Does the community in large look down on ignoring LOD issues or are they usually understanding since its not been successfully done before? I don't really want to put a bunch of time into something, just for people to automatically say it sucks because of the LOD (>_<)'

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Yeah, I had no idea about the whole LOD process myself, thanks Chuck :D

 

Hellfencer, if you ignore the LOD you will surely get some complainers, but then again you will surely get a lot of appreciation too just for the navmeshing effort alone. Like you said LOD is very annoying though may be somewhat livable if it is ignored but the rest of the mod is done well.

 

Maybe a workaround for LOD issues could be making the fog draw distance around the same level as things cut out naturally and try to make it seem like a permanent sandstorm is in place.

 

I for one would still endorse, kudos and rep up anyone who undertook the navmeshing alone :D

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Hmmm. Using fog as a means to cover up the LOD issues seems a bit like something you'd see programmers on the PSOne do ;)

 

I think I'll perhaps take some time to navmesh the outside areas of the map (to a certain point; the game breaks after so many cells) and release it as its own mod. I think enough people would find it very useful, myself included.

 

As to the LOD issues involved in creating new places, do you know if that problem occurs with brand new worldspaces as well? IE if I link a portal on the main map to a new exterior map, will there still be LOD issues?

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Read this link - Creating worldspaces the easy way.

 

It is for fallout 3, but bacuase both the F3 Geck and FNV Geck are pratically the same, it can apply to both.

 

It teaches you a way of creating a world space without having to go into all the LOD and Bug problems.

 

I reckon it could apply to what you want.

 

Bastalek

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Nah, object LOD is easy to regenerate: that covers trees, buildings, roads, huge rocks, anything thats 'large' in the distance. Takes less then a minute.

 

Its terrain LOD that nobody has regenerated (yet), thats the rolling hills you see off in the distance (And will see close up if you ever lower the real ground below what the terrain LOD is generated to)

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