The object bounds volume on the base record and scale of the reference must be larger than the fLargeRefMinSize global
My presumption
All base records defining models in game assets should have object bounds reflective of the bounds defined by the NIF model itself. While this isn't a hard requirement for rendering an object in the game, it IS a hard requirement for assessment of billboard creation and the grass/tree billboard *.txt metadata as well as for the LR definition.
Context
I'm working with a mod that replaces vanilla trees simply by using NIF assets corresponding to models defined in TREE base records of the vanilla plugins. The NIF, treepineforest01.nif, could be any (reasonable) object, like a palm tree or a duck or a wheel ... whatever. As long as the NIF meets requirements for the game, it will be rendered.
The problem is that if the object bounds are not defined accurately in the plugin, then DynDOLOD will use the vanilla object bounds, to possibly make certain 'decisions' about billboard creation and LRs (for now ... maybe more in the future).
So the only way to define the object bounds is to create a plugin for the mod, forwarding the vanilla records, and using the CK to recalc bounds. This is best practice in terms of DynDOLOD (and probably other contexts), correct?
Question
z929669
Just want to confirm what I know is likely true.
per the doc ...
BILLBOARD context:
LARGE REFERENCE context:
My presumption
All base records defining models in game assets should have object bounds reflective of the bounds defined by the NIF model itself. While this isn't a hard requirement for rendering an object in the game, it IS a hard requirement for assessment of billboard creation and the grass/tree billboard *.txt metadata as well as for the LR definition.
Context
I'm working with a mod that replaces vanilla trees simply by using NIF assets corresponding to models defined in TREE base records of the vanilla plugins. The NIF, treepineforest01.nif, could be any (reasonable) object, like a palm tree or a duck or a wheel ... whatever. As long as the NIF meets requirements for the game, it will be rendered.
The problem is that if the object bounds are not defined accurately in the plugin, then DynDOLOD will use the vanilla object bounds, to possibly make certain 'decisions' about billboard creation and LRs (for now ... maybe more in the future).
So the only way to define the object bounds is to create a plugin for the mod, forwarding the vanilla records, and using the CK to recalc bounds. This is best practice in terms of DynDOLOD (and probably other contexts), correct?
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