Build A Room With The Geck...

Post » Sun Aug 08, 2010 12:02 pm

Hello,
I have a small problem. I wanted to add a room with some stuff to a house and my problem is, that the room or its objects (like a fireplace) wont show up ingame. When i move around in that room, sometimes they do show up however, but then again half of the room?s other side disappears again. Furthermore i had to move some objects around in order to make room for a door leading to that new room. These objects are still standing at the same spot when i load the game. So my question is : Whats going on ??
The only assumption i have is, that the cell is filled quite a lot and thats why i get this problem... Its current usage is 125% or 170mb/100mb...
Can anyone help me with this ?
User avatar
Albert Wesker
 
Posts: 3499
Joined: Fri May 11, 2007 11:17 pm

Post » Sun Aug 08, 2010 7:14 am

Hello,
I have a small problem. I wanted to add a room with some stuff to a house and my problem is, that the room or its objects (like a fireplace) wont show up ingame. When i move around in that room, sometimes they do show up however, but then again half of the room?s other side disappears again. Furthermore i had to move some objects around in order to make room for a door leading to that new room. These objects are still standing at the same spot when i load the game. So my question is : Whats going on ??
The only assumption i have is, that the cell is filled quite a lot and thats why i get this problem... Its current usage is 125% or 170mb/100mb...
Can anyone help me with this ?


It may simply be Room Bounds getting in the way from the cell you used. In the GECK select "View" then "Show/Hide Menu". Once that pops-up, check the "Portals and Rooms" button and you'll likely see a bunch of light-blue boxes covering the cell. Simply delete these and any portals connected to the room bounds, and your problem should go away.

If this works and your using modifying a pre-existing cell, then per another thread, WillieSea also suggests that you delete the NavMeshes from the original cell as well. To do this select "NavMesh" and "Remove Cell Navmeshes".

Luck!

Miax
User avatar
Taylrea Teodor
 
Posts: 3378
Joined: Sat Nov 18, 2006 12:20 am

Post » Sun Aug 08, 2010 12:20 am

It may simply be Room Bounds getting in the way from the cell you used. In the GECK select "View" then "Show/Hide Menu". Once that pops-up, check the "Portals and Rooms" button and you'll likely see a bunch of light-blue boxes covering the cell. Simply delete these and any portals connected to the room bounds, and your problem should go away.

If this works and your using modifying a pre-existing cell, then per another thread, WillieSea also suggests that you delete the NavMeshes from the original cell as well. To do this select "NavMesh" and "Remove Cell Navmeshes".

Luck!

Miax


Thanks ! :) That sounds like a nice idea ;) I actually have several of these blue boxes in that cell...what are they for anyway ? Could i delete every blue box except one and simply use 1 box for the whole cell ?
In any case, everything in the room gets displayed now :) I still have that problem however that certain objects which i had to move a bit, arent moved ingame at all...
User avatar
IM NOT EASY
 
Posts: 3419
Joined: Mon Aug 13, 2007 10:48 pm

Post » Sun Aug 08, 2010 3:47 pm

Thanks ! :) That sounds like a nice idea ;) I actually have several of these blue boxes in that cell...what are they for anyway ? Could i delete every blue box except one and simply use 1 box for the whole cell ?
In any case, everything in the room gets displayed now :) I still have that problem however that certain objects which i had to move a bit, arent moved ingame at all...


The blue boxes are called Room Bounds. What these do is limit how much stuff the Fallout3 engine has to render on your computer at any given moment, and falls into the category of what Bethesda calls, "Optimization". Its actually very important, especially if your making a big cell of more than 1,000 objects. You connect the room bounds together with "Portals", and there is a Bethesda-created tutorial on Youtube for this that will show you the way. Check the YouTube training video thread up-top for the link.

Luck!

Miax
User avatar
Ashley Campos
 
Posts: 3415
Joined: Fri Sep 22, 2006 9:03 pm

Post » Sun Aug 08, 2010 3:04 am

I still have that problem however that certain objects which i had to move a bit, arent moved ingame at all...

If you are using a 'dirty save game' that might be the problem. When you change a mod, its best to use a save game that does not have your mod 'enabled' when the save game was made.

If you are making a new cell, you need to delete EVERYTHING including the navmesh.

If you want a new cell, ignore the tutorial and on the tool bar, click >World >Cells...
Then right-click in the cell list and select 'New' and give your cell a name. You now have a fresh and 'empty' new cell to play with.
User avatar
Doniesha World
 
Posts: 3437
Joined: Sun Jan 07, 2007 5:12 pm

Post » Sun Aug 08, 2010 3:20 am

Well thanks for all the help :) I actually managed to set everything up now and it looks just brilliant ;) I am not sure if it is already in Vault 64, but a lovely reading corner with a fireplace doesnt look so out of place...even underground :D
User avatar
Oyuki Manson Lavey
 
Posts: 3438
Joined: Mon Aug 28, 2006 2:47 am


Return to Fallout 3