Oynlen Posted July 21, 2020 Share Posted July 21, 2020 Maybe not pointless exactly. Since I imagine verts expand further and further apart as mesh is scaled larger. Main thing is texture with start to look s#*!, but that's not important and can maybe be fixed with higher res textures stretched out over the same UV map.But I wonder if this spacing between verts to extremes start to affect things like navmesh or placing down navmesh? And, once taking it further than the x10 of creation Kit (using the xedit method does the collision remain intact? I assume this cave tunnel is Summthinh people wanna warlk Link to comment Share on other sites More sharing options...
YouDoNotKnowMyName Posted July 21, 2020 Author Share Posted July 21, 2020 The thing that I want to make is a large vertical shaft, and yes, the "walls" should have collision.It will be about 100 by 150 m "wide" (~ 2 by 3 "exterior cells") and the "depth" will be about 200 or 300 m.I think I will use a "worldspace" for this, beacuse if I remember correctly, interior cells have "size restrictions". Link to comment Share on other sites More sharing options...
Zorkaz Posted July 21, 2020 Share Posted July 21, 2020 They do. But the size is still extremely large. Link to comment Share on other sites More sharing options...
pra Posted July 21, 2020 Share Posted July 21, 2020 The thing that I want to make is a large vertical shaft, and yes, the "walls" should have collision. It will be about 100 by 150 m "wide" (~ 2 by 3 "exterior cells") and the "depth" will be about 200 or 300 m. I think I will use a "worldspace" for this, beacuse if I remember correctly, interior cells have "size restrictions".Maybe you should consider building the thing out of separate meshes. Like, of several flat pieces. Place the first one at, like 1000000/0/0, then duplicate it and change it to -1000000/0/0. Select both and duplicate, rotate them by 90°. Select all 4, duplicate, 45°. You would need to decrease the angle snap as you continue. After you made the ring, SCOL it (with a pivot dummy at 0/0/0), and duplicate the thing vertically. Inhowfar is the player even supposed to reach the walls? If it's like a "city in a bottle" thing with only the bottom being walkable, you might get away with just upscaling it with nifskope, throw away collision, and just put invisible walls where the player could even reach the wall. Link to comment Share on other sites More sharing options...
YouDoNotKnowMyName Posted July 21, 2020 Author Share Posted July 21, 2020 If I was making something like this in Skyrim, I would just use those "mountain rock cliff parts" to create this ...But in Fallout 4, there are no such peices .... Well, this is a "just for personal use" - project anyway, so I might just convert those assets and use them ... Link to comment Share on other sites More sharing options...
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