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Why is the "void" in a interior cell not black anymore?


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Good evening!

 

Ever since I started messing around in the FO4 CK I as wondering this:

 

Why is the "void" in an interior cell not just black anymore?

(In the game, I mean.)

 

In skyrim, it was just black.

In FO4, we get this weird blinding light and a "burn in" of whatever we are looking at.

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I've played Skyrim for about 30 minutes in total before I completely lost interest, so I never encountered the void there.

But I wondered about the technical reason for the white/burn-in effect as well.

 

Additionally, the same burn-in/texture smearing "effect" occurs when the object fade glitch hits. Hopefully *that* can be fixed by Buffout 4 :D

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I've played Skyrim for about 30 minutes in total before I completely lost interest, so I never encountered the void there.

But I wondered about the technical reason for the white/burn-in effect as well.

 

Additionally, the same burn-in/texture smearing "effect" occurs when the object fade glitch hits. Hopefully *that* can be fixed by Buffout 4 :D

You don't really "see the void" in Skyrim unless you are making mods yourself and either intentionally or accidentally leave some walls / ceilings "open".

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This "daylight" from un-closed gaps is used even in other game engines, too. I was playing Nier Automata the other day, and I saw the same thing there. Rise of Tomb Raider had it, also. I saw a couple of gaps showing like this in Control as well. I don't think this is a Bethesda thing.

 

As far as Bethesda engines go, I remember seeing it in Fallout NV (the hangars in Nellis, and some factory windows had this as a lazy lighting effect). I'm pretty sure I saw some gaps showing like this in Skyrim, too. I don't think this is new to Fallout 4.

 

I think you could avoid this effect by having the sky turned on in interiors. It maybe that many of Skyrim interiors had sky showing (caves had sky light coming through in many places), and this "daylight on gaps" thing didn't happen?

 

I think the "blinding" effect itself comes from ImageSpace, though, probably how the absolute max light is handled in combination with the exposure setting.

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Ahhh ...

So the "bright light" is supposed to be "daylight" ...

Makes sense.

Yeah, in Skyrim a bunch of cave parts had like "holes to the surface" that had a white plane over them to simulate sunlight.

(Those "cave holes to the surface" always bothered me. Because there are no holes like that on the exterior landscape but inside a cave you would have huge hole that are open to the sky ... Completely breaks immersion for me. Also buildings that are bigger on the inside then they are on the outside or that have missmatched windows inside and outside ... Don't get me started ....)

 

But that weird "overexposure" or whatever it is called prevents it from beeing used in any way, because as soon as you look at it, you get the messed up view ...

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I've said "daylight" in my post, but I think it's just a max light value coming through, and is separate from actual sun light value. (too bright, isn't it?)

 

What I've meant to say was that, by having the "show sky" turned on, this blinding light from gaps would get turned off. :happy: I think this is the reason why some interior cells in vanilla Fallout 4 have the sky turned on, to not have to care about the gaps. (Institute Old Robotics, Mechanist's Lair, for example.)

 

About the immersion stuff - as much as I'd agree on what you say, our boss is Creation Engine here. In the project I'm working on, I'd have a lot of places that would require suspension of belief, lol, but I'd rather have something fun than realistic.

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About the immersion stuff - as much as I'd agree on what you say, our boss is Creation Engine here. In the project I'm working on, I'd have a lot of places that would require suspension of belief, lol, but I'd rather have something fun than realistic.

Yes, but I would have just left those holes out.

If it isn't possible to implement something, just leave it out instead of "half-assed" implementing it.

 

I'd rather have "boring but realistic" instead of "interesting but makes no sense".

 

But that is just my opinion, that's the great thing about making mods:

You can make whatever you like, however you like.

(Within the very strict limitations of the CK, of course)

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Can confirm, Interior Cells with Skylighting don't have "the void". You can even have a LOD for those cells, so you can set up windows for the player to look outside the building (instead of the usual white light panels).

Single sided textures (if you put a building in the cell, for example) however will let the skylight sun through, and double sided textures require precise placement of pieces or other fiddling, to not produce artifacts where you can see light shine through where two pieces join.

 

I still wonder about the texture smearing.

And why the same thing appears for example in Bunker Hill, when you disable precombines/previs for the area there. I call it the "object fade glitch", because when you set object fade to 0, the glitch disappears.

Wish there was a way to update this setting and apply the new value from script, so I could create a mod that sets object fade to 0 for specific cells. But I found when one changes the setting, one has to fast travel or save/reload to make it apply. Sad.

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Hello niston,

 

I think you can just check the "Show Sky" and not use the Sky Lighting. I remember doing that in the few of cells that needed exterior LOD views, but wanted hand placed lights.

 

I am not sure about the texture/distant object part you speak of, though? I don't think I've seen that myself, but I have a pretty bad sight. :laugh:

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Ah, I see. I did not try that yet. And in the cell I was working on, there is supposed to be a sun :smile:

 

Here's a video of the Object Fade Glitch from Bunker Hill. The glitch seems to get worse the more stuff there is (downtown it's very prevalent).

But if "Object Fade" in "Display Settings" menu is set to zero (slider in leftmost position), the glitch disappears.

It also goes away if precombines/previs are enabled (very undesirable in a settlement).

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