tlrd Posted July 1, 2023 Posted July 1, 2023 I’m creating my first mod that actually involves using the render window in the CK and have run into an issue. The mod itself is just repositioning the fish tanks added by the Fishing creation in lakeview manor to the wall behind the forge instead of on the left-hand side of the first room. When you enter the basement and look down the hallway the only thing you see is the void. When you start to walk closer to the newly positioned fish tank room it starts to appear. I’ve tried using room bounds and a portal but that didn’t work.
Seijin8 Posted July 1, 2023 Posted July 1, 2023 34 minutes ago, tlrd said: I’m creating my first mod that actually involves using the render window in the CK and have run into an issue. The mod itself is just repositioning the fish tanks added by the Fishing creation in lakeview manor to the wall behind the forge instead of on the left-hand side of the first room. When you enter the basement and look down the hallway the only thing you see is the void. When you start to walk closer to the newly positioned fish tank room it starts to appear. I’ve tried using room bounds and a portal but that didn’t work. The object doesn't have LODs out to the distance you are at or has a view angle designed to make it disappear. You can fix this by placing a black plane out past the threshold. It'll be black instead of seeing the fish tank, but that should be better at least. Could also try fiddling with the view angles on the fish tank's nif, but if you do that you probably want to make a backup and reassign this to a new object.
tlrd Posted July 1, 2023 Author Posted July 1, 2023 (edited) 1 hour ago, Seijin8 said: The object doesn't have LODs out to the distance you are at or has a view angle designed to make it disappear. You can fix this by placing a black plane out past the threshold. It'll be black instead of seeing the fish tank, but that should be better at least. Could also try fiddling with the view angles on the fish tank's nif, but if you do that you probably want to make a backup and reassign this to a new object. Thanks, it was a LOD issue, I tried to turn the section with the tanks at an angle, but it was just too far away and still had a little bit of the void leaking in. Like I said this is my first mod so this will probably go on the back burner while I tinker with it. Thank you for the help Edited July 1, 2023 by tlrd 1
Andy14 Posted July 1, 2023 Posted July 1, 2023 And one should also check if the textures of the fish tank have mipmaps. At this short distance, LOD shouldn't matter much, but mipmaps should. I'm not even sure if LOD is even used in Interior.
t.ara Posted July 1, 2023 Posted July 1, 2023 (edited) You need to respect the game´s optimization guide-videos, made by bethesda. Longer corridors can not be made by using this game inside of cells without using tricks/optimisation. The engine is blending off all distance-parts wildly and to get this into a working structure, you need to use a special technique to switch far distance-stuff off in an optimal way: "portals and such like" will keep the engine to not waste graphical power for distance-elements and offering wild clutter-disappering and therewith are this switched off if created correctly-but their length of straight corridors is limited and you need to add stairs down, up or corners to left or right way, or load-doors at least, so to hinder the player to have this far distance-cell-view!!! You can learn this all by using youtube and the common bethesda creation-videos for the creation-kit, which then will become your professional helpers. LOD here is not relevant, as andy mentioned. LOD would become relevant if you add far away standing trees for example...but this is simply not working in this game´s cell-engine structure-you can add otherwise trees which are simply without LOD working there inside a dungeon - room-area easily because it is in the nearfield always. Edited July 1, 2023 by t.ara
t.ara Posted July 1, 2023 Posted July 1, 2023 (edited) It s always common to use no graphical texture-replacers if you create new cell-content with CK....new gamebryo-files might have not the common features, mentioned higher. The mip-maps only switch if there are some...helping to optimize the detailed content move down in details and this should not make far object-view let those thing disappear. The engine simply only has to render the high resolution objects, then. The mipmap-stuff would disappear if the distance-mipmap parts would have no content if switched:-) Edited July 1, 2023 by t.ara
tlrd Posted July 2, 2023 Author Posted July 2, 2023 On 7/1/2023 at 5:39 AM, t.ara said: You need to respect the game´s optimization guide-videos, made by bethesda. Longer corridors can not be made by using this game inside of cells without using tricks/optimisation. The engine is blending off all distance-parts wildly and to get this into a working structure, you need to use a special technique to switch far distance-stuff off in an optimal way: "portals and such like" will keep the engine to not waste graphical power for distance-elements and offering wild clutter-disappering and therewith are this switched off if created correctly-but their length of straight corridors is limited and you need to add stairs down, up or corners to left or right way, or load-doors at least, so to hinder the player to have this far distance-cell-view!!! You can learn this all by using youtube and the common bethesda creation-videos for the creation-kit, which then will become your professional helpers. LOD here is not relevant, as andy mentioned. LOD would become relevant if you add far away standing trees for example...but this is simply not working in this game´s cell-engine structure-you can add otherwise trees which are simply without LOD working there inside a dungeon - room-area easily because it is in the nearfield always. Looks like I really jumped the gun, thanks for explaining. I’ll go and watch those videos then take another crack at it.
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