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What if every building interior was accessed but not let the game load it when you enter it?


leotheEliteMajor117

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A'ight this question is new but what if interiors was entered without the game loading them when we enter them? I've seen some games that have a feature like GTA 4, where you enter a house, the inside of the house is there instead of the game putting the player in a cell of the house.

 

Was this supposed to be a nice implementation? GTA 4 was already in since 2008 and they had that kind of feature but I never know why FNV never had that thing that GTA 4 can do with interiors. As far as I know, I think there is a house somewhere in New Vegas(don't know exactly where and if it's added by a mod or vanilla) and when you look at it, it has it's full interior inside when looking at the broken wall or windows instead of being just an ordinary house where you can't see through windows. That house I think has some fiends in it but that's all I know.

 

I think that if this can be really possible, it could've turned into a mod request but first things first is to ask if big mods and special mods that improve the style and gameplay like adding dual wielding of one handed guns and 2 saves per save button click are possible so I ask those questions here at the mod talk.

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The implementation of individual cells was simply another easier and faster method of reducing the amount of objects and effects that the game must render. In the industry there are more complicated methods of being selective on what is rendered, such as what GTA 4 used, utilising a different school of thought, gradually fading and derasterising the world.

The engine used by FNV has quite severe limitations - but it makes up for such by its modularity and quick assembly of assets once the libraries and archives are built.
Don't forget GTA IV at the time was the most expensive video game ever developed, and it's pretty difficult to compare 2 engines so broadly.

HOWEVER - in FNV there is actually nothing stopping you from building an interior on the overworld - really. The main requirements are set pieces that offer fully realised meshes, textures & collisions, As most interior set pieces only have their inward facing sides completed. A set containing pieces like this would be the "Industrial Pod" set, which you find an example of in the Abandoned BoS bunker in Dead Money - There is technically nothing stopping you from plopping that whole thing in Goodsprings, and you'd not have to load.

The few interiors in the game that are accessible in the Worldspace without loading, will have limited detail - and they cannot offer the same level of lighting acuity as interior cells (you'll notice these interiors are bright & sunlit even when there's a roof above you - you'll even that this is still present in FO4, most visibly with shadows) also there is a lot going on in the Overworld/Worldspace that you don't see - such as the entire LOD system, or the way some NPC packages & scripts work based on the relationship to being IN or OUT of a cell.

Making a true realisation of "interiors on the exterior" is functionally impossible within Fallout New Vegas. Core facets such as Imagespaces, roombounds, the heightmap, audio and low-level processing depend on it.

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Yeah, for many reasons it's best to just stick to what the game is already built for, separate interiors and exteriors, barring some edge cases.

 

Even in Fallout 4 where you have full-scene shadows and an overall better performing engine to compensate for the drawbacks mentioned above, an actual interior will still be preferred for both practical and aesthetic reasons.

Edited by Radioactivelad
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oh damn! forgot about that one, almost every weather mod with rain really has this problem. Really want to know why this problem has never been fixed tho.

 

Because something like that would require tinkering with the engine code to implement it properly. Not something that can be done with just GECK in a non-hacky way.

 

An example of bad, hacky implementation:

https://www.youtube.com/watch?v=gO_SnalypAE

 

An invisible gun that floats above player and randomly shoots raindrops every frame. I never bothered with it further.

 

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An invisible gun that floats above player and randomly shoots raindrops every frame. I never bothered with it further.

 

That's actually quite remarkable! Just because a mechanic is illusory in nature; doesn't mean it should be disqualified! Look at Ron the Narrator or any of the narrative placeholders in FNV haha.

 

Although, I'm sure your rain mechanic probably has a few more drawbacks that aren't immediately visible. Still cool.

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