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Interior cell maximum size?


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Good evening everybody!

 

I am working on a mod that will have a huge underground bunker complex.

 

To decide if I will use a "worldspace" for this or multiple regular "interior cells", I need to know what the maximum size (how much "units" in the X Y Z direction) of interior cells can be.

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You might want to think about practicality of working with a large cell, though. For example, if you want to work on navmesh, entering the editing mode would probably slow down your machine. Simply displaying all the markers can take a long time as well. These are kind of things you may not notice while just putting together static meshes. Vault 88 and Mechanist's Lair are two of the largest cells (nowhere as large as the limit being discussed here), and you might want to check them out just to see if you like working with such large cells.

 

I guess you could create layers for separate sections, though, so that you could turn off parts of the cell while you work on one section. I think navmesh gets displayed for the whole cell, so that could still be annoying to work with.

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You might want to think about practicality of working with a large cell, though. For example, if you want to work on navmesh, entering the editing mode would probably slow down your machine. Simply displaying all the markers can take a long time as well. These are kind of things you may not notice while just putting together static meshes. Vault 88 and Mechanist's Lair are two of the largest cells (nowhere as large as the limit being discussed here), and you might want to check them out just to see if you like working with such large cells.

 

I guess you could create layers for separate sections, though, so that you could turn off parts of the cell while you work on one section. I think navmesh gets displayed for the whole cell, so that could still be annoying to work with.

So I should go with something like a "worldspace" that has the "sky" and weather turned off?

 

That would also make "matching up" the "underground" and "overground" locations much much easier!

(Since the "cell coordinates" will be the same)

 

That way I could also generate LOD for that "worldspace" because as far as I know you can't have LOD for interiors and I am planning to have a few large "caverns" that are multiple "exterior cells" big.

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For making caves, one advantage you'd find in worldspace is that you have a ground you can edit to your liking, like intricate and flowing elevation changes. In Skyrim, Blackreach was done as a worldspace. I think one of the caves belonging to forsworn (the long one going up) was a worldspace, too. I think editable ground is a good enough reason to use worldspace instead of interior. :smile:

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For making caves, one advantage you'd find in worldspace is that you have a ground you can edit to your liking, like intricate and flowing elevation changes. In Skyrim, Blackreach was done as a worldspace. I think one of the caves belonging to forsworn (the long one going up) was a worldspace, too. I think editable ground is a good enough reason to use worldspace instead of interior. :smile:

Yes, I know the Skyrim stuff that you are talking about!

Also, the "Solitude docks warehouse" interior is a worldspace.

 

Good, I will use a worldspace then!

 

Thanks to everybody who helped me here!

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