Joining irregular roombounds, how?

Post » Sun Mar 13, 2016 6:03 am

How would I do this?



I have a very organically shaped cave that isn't sectioned off in distinct rooms. I've run into trouble on my optimization pass in that I can't figure out a way to get the different room bounds to connect elegantly with each other. I've managed to rearrange things a little to accommodate the fact that I'm using room bounds at all (before this was impossible, due to the vertical nature of my level), but I still get bugs.



Picture: http://puu.sh/nE66z/68eff22f7e.jpg



The room bounds work fine enough when you are in them. The problem is crossing portals. Portals appear to only work one way, in the sense that the moment I pass through a portal and go into the area that has no room bound I run into a lot of occlusion bugs, and things start going funky until I enter the other room bound. I tried connecting portals to the other room bounds, but this simply resized the room bound to stretch over to the other room bound... which is bad, because my room bounds can't line up with each other at all.



So how do I connect these rooms in a way that works?



I'm beginning to think room bounds simply don't work unless you are doing very architectural levels and I should just rely on mass occlusion planes instead.

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Louise Andrew
 
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Post » Sun Mar 13, 2016 9:26 am

in a way they're _connected_

roombounds need to _precisely_ touch faces

then, where you're supposed to see through, a portal has to be added where they touch, and that connected to BOTH rooms.

the roombounds are just *some*where in your pic, it's a miracle that doesn't ctd (got that for less)


edit: your setup can be easily covered by 3 room bounds, all right angles, one for each main cave, edges / portals in the hallway sections (narrow spots are best for portals, the less you see through them, the less needs to be processed)
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CxvIII
 
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