How to remove grass outside? Can you overload a modworld?

Post » Wed Jun 20, 2012 2:44 pm

Hi im making a mod. its a big mod. my first question is.

Im thinking about adding the building to the outside world. I have made the buliding in a interior cell,
i was going to copy and paste the building inside the real world somewhere in tamriel.
there are about 1000+ items walls, floors ect no lighting or npc just static items so far
i still have a faily lot to add, will this overload the game/mod for other players.
I am running a gtx 470 at 60+fps in game and it seems fine but thats a good card.

second question if i add the mod to the real world i will have to lower the ground but when i do that
the grass stays at the same hight as the ground was. so how do i remove grass?

hope some one can help me with these questions thansk very much.
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REVLUTIN
 
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Post » Wed Jun 20, 2012 12:09 pm

This is a good tutorial on grass removal and landscaping tips.
http://tesalliance.org/forums/index.php?/topic/4663-ck-basics-lesson-3/

I'm not sure about the answer to your first question. I'll let a more veteran modder handle that. :)
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GEo LIme
 
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Post » Wed Jun 20, 2012 6:38 pm

Unless you used the shack kit, or need some landscape in your cell (winter garden?) there isn't much point in moving a tile-based interior cell to an exterior cell let alone Tamriel. How do you plan to hide the interiors from outside the building? How do you plan to prevent snow and rain from falling trough the roof?

If you want to avoid cell loading: those whose PC is slow enough to make cell loading an issue are also those that would suffer the worst FPS drop.

If you just need landscape or skies in your interior, then use a world space, not Tamriel.

If the very point of your building is that it is demolished piece by piece, in the end leaving the player standing in the ruins, (i.e. Helgen++) then it may still be better to do it in another worldspace and just move the player to the spot in the Tamriel worldspace in the end.
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Grace Francis
 
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Post » Wed Jun 20, 2012 9:47 am

JOG what do you mean shack kit no i havnt used, i dont even know what it is. As for the building my plan was to make it inside of a cave but
idealy i would wont it outside, so the player can walk round the map/world of skyrim go to whiterun for example then think hmm ill go to so and so building.
no loading screen or anything.

How do you plan to hide the interiors from outside the building?

I have designed the building in such a way that from the outside you wont notice the halls ways inside the building
you would just see the walls.(hard to explain)

How do you plan to prevent snow and rain from falling trough the roof?

dident think that would be a problem did not know how that would even work. I would of thort that the rain would just hit the tops of the building.

How do i add a landscape, skys and world space to the building then and make it work on the real world?
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CxvIII
 
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Post » Wed Jun 20, 2012 5:07 am

The shack kit is the set of wall and roof boards that is used for those little shacks and hunting cabins like the one of the old lady near Riverwood. Those are intended to be used in exterior cells. A world space is a set of exterior cells all complete with skies, landscape, times of day and weather. Interiors are usually built with tile-sets, and those are a pain to use outdoors.

The "real world", as you call it, is just a world space named Tamriel. There are dozens of other worldspaces. gamesas uses them for large FPS-intensive areas like cities, for caves with huge open halls (e.g. Blackreach) or open skies (e.g. Eldergleam Sanctuary) or to separate exterior areas that can only be reached trough a dungeon. (e.g. Malacath quest)

I'm not saying that it can't or shouldn't be done, I'm just saying it's a lot of work to hide the fact that you use interior tiles in a worldspace, and even more so if you then also want to hide the fact that the player is still in the exterior world. Whether or not it's worth the effort depends on the reason of course. A new worldspace that is a 1:1 copy of that part of the Tamriel worldspace might be an alternative if you want "real" windows for example. If it's mainly for the unique coolness of a well-designed "seamless" interior building then by all means go ahead, and don't constrain yourself with regards to users with weak PCs.


And no, weather won't be blocked by roofs in exterior cells; rain and snow are effect fields centered on the player, not actually particles with their own physics. Just visit the Thieves Guild to see what a few such particles do to your FPS, now imagine it's not just a couple of drops in a single chamber, but a rainstorm raging across the country.
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Naomi Ward
 
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Post » Wed Jun 20, 2012 12:01 pm

Unless you used the shack kit, or need some landscape in your cell (winter garden?) there isn't much point in moving a tile-based interior cell to an exterior cell let alone Tamriel. How do you plan to hide the interiors from outside the building? How do you plan to prevent snow and rain from falling trough the roof?

If you want to avoid cell loading: those whose PC is slow enough to make cell loading an issue are also those that would suffer the worst FPS drop.

If you just need landscape or skies in your interior, then use a world space, not Tamriel.

If the very point of your building is that it is demolished piece by piece, in the end leaving the player standing in the ruins, (i.e. Helgen++) then it may still be better to do it in another worldspace and just move the player to the spot in the Tamriel worldspace in the end.

Actually, if you need a sky in an interior cell, you can just enable sky. :D
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LADONA
 
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Post » Wed Jun 20, 2012 1:22 pm

wow iv come up with the best idea ever thanks! But.


Any idea how to add sky int he enterior cell? and if i do add the sky will the rain/snow if i does hit my bulding?
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Quick draw II
 
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