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Some questions on poly count, optimizations, ect


windexglow

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I'm interested in modding Fallout3; spefically creating 'dungeons'. I never modded oblivion but I understand that modding it will be much alike to fallout3. I'm mainly interested in making abandoned mine shafts and war-bunkers.

 

1: What is the average polycount (estimate?) of dungeons in Fallout3?

 

2: Are there ways to optimize dungeons (rooms/portals, as an example) or are we forced to split levels up?

 

3: How advance is Fallout3 lighting? Can it cast shadows? Can it be set to flicker?

 

4: Can we create custom sound-materials? A special sound when walking on grating, carpet, ect?

 

5: How easy is it to script events (I know the tools aren't released for fallout3, but it should be much like Oblivion)? A vent flying open, to an ambient sound being played. Does it takes weeks of education, or a few hours to gain a basic understanding?

 

6: How easy is it to add new levels to the game? Is it simply adding a dooad+script attached to it, or does a parcel of land have to be edited?

 

7: Fallout3 is still downloading, so I can not check this out myself. But does the player have any sort of flashlight?

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There is indeed a flashlight.

 

To use your Pip-Boy3000 as a flashlight, press and hold Tab.

 

Also, everything else you asked is indeed possible, if you modded Oblivion with the CS then Fallout 3 is pretty much the same since it uses the same engine. A few minor things are changed, but all data is still stored in the BSA files.

 

As for polygons.. well, I posted a mod request for that one.

 

http://thenexusforums.com/index.php?showtopic=79910

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Polycount? You won't know that until NifSkope is updated so you can open the NIF files to see the vertex and face numbers.

 

I would imagine they are VERY similar to that of Oblivion.

 

LHammonds

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lol you answer yourself that the tools aint out yet but still want us to know how easy it will be to do somin...

IF they ever release tools it will prolly quite be like oblivions structure, easyness and handling, polycountwise you wont prolly be able to do much in the sdk to be released... you can only remodel and remap the meshes...

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Well I can't install oblivion (damn you disk-scratches, damn you and the perfect condition of the CD#2!) so I can't check these things for myself. Also I'm too lazy to sign on the oblivion board and ask there.

 

1: What was the average polycount in oblivion scenes (dungeons). I'd expect fallout3 scenes to be about 2x heavier.

2: How easy is it to import geometry? Is it a pivotal undertaking equal of getting man to the moon?

3: How does the Fallout3 Engine render best? Many smaller objects? Or many objects combined (pipes near each other as their own entity, compared to the same set of pipes combined)

4: Does oblivion offer any sort of scene optimization (excluding texture and model resolution)

5: Does oblivion offer any sort of AI scripting? As in telling an enemy to jump from the ceiling, attack a invisible entity (near a pipe) than script the pipe so it explodes?

 

Thanks for the help so far.

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