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My PlayerHome mod


dlcatalin1

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Hello guys,

I've learned how to use Geck to make a home and i have some trouble with the lights.

This is the mod : http://newvegas.nexusmods.com/mods/48404/

 

This is the problem : I've added some light to the home and in some places i get a huge decrease in FPS, please tell me what lights should i use for maximum light and minimum FPS decrease ? How can i make my home well lit but not performance killing ? :)

Pls help !!! I know i messed up somewhere cause i saw places ingame or in other mods with more light than mine and there was no performance loss.

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If you want a more realistic look, lower the amount of lights but use brighter radius ones. Sorry can't recall any form id names, but I would type in "bright" or something whilst in the lights section.

 

Or you can increase the lighting via the image space settings. Right-click on your homes cell name in the Interiors form list, edit, then check the settings int he lighting tab.

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You can also open the GECK and select the render window, then hit the 'L' key to toggle light radius markers. General rule I live by, if there's more than three lights acting on a certain area, you need to adjust your lighting.

 

Another performance booster you can try is putting your lights on 'motion sensor' switches.

 

Finally, consider using roombounds and portals to divide your home into segments.

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You can also open the GECK and select the render window, then hit the 'L' key to toggle light radius markers. General rule I live by, if there's more than three lights acting on a certain area, you need to adjust your lighting.

 

Another performance booster you can try is putting your lights on 'motion sensor' switches.

 

Finally, consider using roombounds and portals to divide your home into segments.

 

I think this is the problem ... i have about 7 light sources inside the home, and i think they mix with each-other trough walls or something ...all i know so far is how to decrease or increase radius and change color but i will try learning that roombounds thing and try switching to other lights like chevalierschiff said, i will post if i manage to fix it ... thx to both of you

 

 

EDIT : OMG i pressed "L" and i have huge circles intersecting with each-other :| All of them mix with each-other :|

Edited by dlcatalin1
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You can also open the GECK and select the render window, then hit the 'L' key to toggle light radius markers. General rule I live by, if there's more than three lights acting on a certain area, you need to adjust your lighting.

 

Another performance booster you can try is putting your lights on 'motion sensor' switches.

 

Finally, consider using roombounds and portals to divide your home into segments.

 

I think this is the problem ... i have about 7 light sources inside the home, and i think they mix with each-other trough walls or something ...all i know so far is how to decrease or increase radius and change color but i will try learning that roombounds thing and try switching to other lights like chevalierschiff said, i will post if i manage to fix it ... thx to both of you

 

 

EDIT : OMG i pressed "L" and i have huge circles intersecting with each-other :| All of them mix with each-other :|

 

Something that might help: A standard room tile is 256x256x256. So if you have a 3x3 room, a light Radius of 384 placed in the exact centre will just touch the opposite walls. To fill a 3x3 room you'd need a radius of sqrt((sqrt(2) * 384)^2 + 128^2), which is the distance from the centre of the room to the top and bottom corners. IIRC, it's about 410.

 

Note that lights 'bleed'. Most static objects, such as walls and floors, don't cast shadows in the FNV rendering engine. So if you have a hallway on the other side of that room, it might end up being lit by your room light.

 

Setting an ambient light can help, although it makes things look weird. But if your lights are coloured R196,G196,B196, you can set an ambient light value of R128,G128,B128 and it will sort of look like your lights just faded a bit.

 

If you want to do the thing PURELY with hand-placed lights, give serious consideration to bounding each room with an activator and using OnTriggerEnter and OnTriggerLeave to turn the lights on and off as the player enters and leaves the rooms (That's one of the things on my list of tweaks for Project Hideaway, right after I figure out how to do this thing I'm working on.

 

Another advantage to automatic on/off lights is that they won't bleed, since they go off when the player leaves the room.

 

Also be away that lights are shaders, and there's a limit of (I think) four shaders per mesh. So if you have five lights acting on a specific item, you may get some visual weirdness as the engine decides which lights should affect the mesh in question.

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You can also open the GECK and select the render window, then hit the 'L' key to toggle light radius markers. General rule I live by, if there's more than three lights acting on a certain area, you need to adjust your lighting.

 

Another performance booster you can try is putting your lights on 'motion sensor' switches.

 

Finally, consider using roombounds and portals to divide your home into segments.

 

I think this is the problem ... i have about 7 light sources inside the home, and i think they mix with each-other trough walls or something ...all i know so far is how to decrease or increase radius and change color but i will try learning that roombounds thing and try switching to other lights like chevalierschiff said, i will post if i manage to fix it ... thx to both of you

 

 

EDIT : OMG i pressed "L" and i have huge circles intersecting with each-other :| All of them mix with each-other :|

 

Something that might help: A standard room tile is 256x256x256. So if you have a 3x3 room, a light Radius of 384 placed in the exact centre will just touch the opposite walls. To fill a 3x3 room you'd need a radius of sqrt((sqrt(2) * 384)^2 + 128^2), which is the distance from the centre of the room to the top and bottom corners. IIRC, it's about 410.

 

Note that lights 'bleed'. Most static objects, such as walls and floors, don't cast shadows in the FNV rendering engine. So if you have a hallway on the other side of that room, it might end up being lit by your room light.

 

Setting an ambient light can help, although it makes things look weird. But if your lights are coloured R196,G196,B196, you can set an ambient light value of R128,G128,B128 and it will sort of look like your lights just faded a bit.

 

If you want to do the thing PURELY with hand-placed lights, give serious consideration to bounding each room with an activator and using OnTriggerEnter and OnTriggerLeave to turn the lights on and off as the player enters and leaves the rooms (That's one of the things on my list of tweaks for Project Hideaway, right after I figure out how to do this thing I'm working on.

 

Another advantage to automatic on/off lights is that they won't bleed, since they go off when the player leaves the room.

 

Also be away that lights are shaders, and there's a limit of (I think) four shaders per mesh. So if you have five lights acting on a specific item, you may get some visual weirdness as the engine decides which lights should affect the mesh in question.

 

Thank you, and thank everybody else:)

I played with the light setting settings by right clicking the cell and editing and ended up with my entire house full of light without having a single light in it, but it looked so weird, so i tried to make it back how it was before and i couldn't, so i ended up downloading my own mod :)) Now i just reduced the radius of all the lights and im going to play it like this, better like this than ruin everything :)) That Trigger stuff is too advanced for me

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Thank you, and thank everybody else:)

I played with the light setting settings by right clicking the cell and editing and ended up with my entire house full of light without having a single light in it, but it looked so weird, so i tried to make it back how it was before and i couldn't, so i ended up downloading my own mod :)) Now i just reduced the radius of all the lights and im going to play it like this, better like this than ruin everything :)) That Trigger stuff is too advanced for me

 

Not a problem, considering that YOU'RE going through pretty much EXACTLY what I went through with MY playerhome mod and its light. It actually gave me a twinge of nostalgia to regurgitate all those lovely discoveries in a condensed format. :whistling:

 

-X

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