Parts of the interior are invisible?

Post » Sun Nov 29, 2009 3:59 am

When I try to open large interiors in the GECK, most of the time it looks very screwed up: parts of the building seem to be invisible.

http://img180.imageshack.us/img180/7672/86514467.jpg
http://img185.imageshack.us/img185/1446/55575506.jpg

Any idea what's wrong here, how to fix this? In-game the same interiors load just fine.
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Hayley Bristow
 
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Post » Sat Nov 28, 2009 11:37 pm

Ok so I've found that selecting everything i can and moving it around reveals most of the interior pieces, but still not all... When I try to select everything in the Cell View window that lists all objects in the cell and move that around, nothing gets revealed though, so apparently it's one of the objects that's causing the problem.

Also, is there a way to make everything appear without having to move everything around?
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Ria dell
 
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Post » Sun Nov 29, 2009 2:22 am

Yes I've hard this too, it's rather irritating.
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suniti
 
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Post » Sun Nov 29, 2009 1:19 am

Does anybody not have this problem?
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Beulah Bell
 
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Post » Sun Nov 29, 2009 10:32 am

Does anybody not have this problem?


This issue has ben talked about in depth on many different treads. the issue is the roombounds and, portals. Go to View\show hide check the roombouds box, sellect them in the render window, move them out of the way and, hit the F5 key to regenerate the render window. You'll the be able to see everything in the cell.

cev
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Catherine N
 
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Post » Sun Nov 29, 2009 2:23 am

thanks but there is no entry for roombounds in the show/hide window in the view menu. so i tried selecting everything and refreshing but nothing changed, and then i tried deselecting everything and refreshing but nothing happened either.

EDIT: Thanks I got it. You have to enable "Portals and Rooms", then select the blue room boxes, and move them away, and refresh the render window by pressing F5.

Is there a better way? I don't know what the roommarkers are for, but having to move them around while i'm making a mod puts the roommarker changes in my mod, i don't want that...
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maya papps
 
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Post » Sun Nov 29, 2009 7:38 am

thanks but there is no entry for roombounds in the show/hide window in the view menu. so i tried selecting everything and refreshing but nothing changed, and then i tried deselecting everything and refreshing but nothing happened either.

EDIT: Thanks I got it. You have to enable "Portals and Rooms", then select the blue room boxes, and move them away, and refresh the render window by pressing F5.

Is there a better way? I don't know what the roommarkers are for, but having to move them around while i'm making a mod puts the roommarker changes in my mod, i don't want that...



yep, sorry I miss spoke. I was just about to correct myself. :banghead:
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Adriana Lenzo
 
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Post » Sat Nov 28, 2009 10:39 pm

thanks but there is no entry for roombounds in the show/hide window in the view menu. so i tried selecting everything and refreshing but nothing changed, and then i tried deselecting everything and refreshing but nothing happened either.

EDIT: Thanks I got it. You have to enable "Portals and Rooms", then select the blue room boxes, and move them away, and refresh the render window by pressing F5.

Is there a better way? I don't know what the roommarkers are for, but having to move them around while i'm making a mod puts the roommarker changes in my mod, i don't want that...


These markers help the system run better by dictating what is/ is not rendered for you to see based upon were your character is located......I know that's not a great description but that sums it up fairly well.

good luck

bigcrazewolf
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vanuza
 
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Post » Sun Nov 29, 2009 6:10 am

The GECK wiki has a tutorial on it: http://geck.gamesas.com/index.php/gamesas_Tutorial_Optimization
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sexy zara
 
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Post » Sun Nov 29, 2009 2:35 am

Is there a better way? I don't know what the roommarkers are for, but having to move them around while i'm making a mod puts the roommarker changes in my mod, i don't want that...

Not that I know off. But you can remove these changes to roommarkes and portals with FNVEdit after you finished your mod and btw. it's good modding practice to check for accidental edits with FNVEdit after you are finished.
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neen
 
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