50% of the objects in render window are invisible

Post » Fri Jan 22, 2010 8:29 pm

Was going to start working on something akin to the Unofficial Fallout 3 patch since Kivan and Quarn seem to be MIA, but when I open most interiors over half the statics are invisible, but not showing as blue texted items that were made invisible. Anyone have any clue what is causing this? I can click on most of the objects, with no border rendering around them, so they aren't flagged transparent, but I can't move and edit things when I can't even see them. Tried to search the forums for anyone with this problem, but the search function is awful.

[edit] http://img143.imageshack.us/i/stupidh.jpg/
An image to give you an idea of what I'm talking about. And before anyone needs to ask, no I don't have any of my View settings turned off other than what should be like collision. As you can see, most rooms, a lot of halls, all lighting and clutter aren't present except for a rare corpse.
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Jade MacSpade
 
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Post » Fri Jan 22, 2010 6:10 pm

The problem is the roombounds are occluding things inside them in this version of the GECK, it's one of the main issues (Along with Lighting and Physics only refreshing a single step manually). All you can do is move them up, and clean up the changes later with FNVedit.
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WYatt REed
 
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Post » Fri Jan 22, 2010 4:05 pm

The problem is the roombounds are occluding things inside them in this version of the GECK, it's one of the main issues (Along with Lighting and Physics only refreshing a single step manually). All you can do is move them up, and clean up the changes later with FNVedit.

... >=O

That is goddam [censored]. Screw that, I'm not working with an even more broken GECK. Now I'm understanding why the mod community is missing so many of it's major players.
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Paula Rose
 
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Post » Sat Jan 23, 2010 2:13 am

You think that's bad? I couldn't even put objects near some wasteland cells because they caused the game to crash when you went near them and then fast travelled. Such a shame that I like this game way more than Fallout 3.
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Far'ed K.G.h.m
 
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Post » Fri Jan 22, 2010 6:53 pm

... >=O

That is goddam [censored]. Screw that, I'm not working with an even more broken GECK. Now I'm understanding why the mod community is missing so many of it's major players.


There is an easy workaround for the roombound and portal problem. Simply move them with z+5000 out of the way. Refresh your screen with F5 and you can edit your cell normaly. After the edits are done move roombound and portal markers with z-5000 back in place and save your work.

If you want to be 100% clean you can remove the roombound/portal edits with FNVEdit.

A lot of popular modders are working on NV but big mods take time as always.

@Lingwei
I hadn't such problems yet could you tell me more details so I can have a look. I don't want to run in such troubles as soon as my quest mod gets bigger.
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The Time Car
 
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Post » Fri Jan 22, 2010 10:43 pm

Sesom,

I added a few coyotes to the ravine at the Devil's Gullet, and a couple of plants and radscorpions around the Yangtze Memorial. The game crashed with the mod active and those references active, it stopped crashing when I removed those changes from the mod (I deleted them via the details menu to be safe).

It may just be a specific issue to those areas, but I have avoided trying to place things close by to other landmarks from now on to be safe. Plus I have a good idea now of what may be causing crashes if the game ever starts consistently crashing again.
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Casey
 
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Post » Sat Jan 23, 2010 12:41 am

Thanks! I take a look as soon as I come home tomorrow maybe I find the cause.
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Vera Maslar
 
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Post » Fri Jan 22, 2010 8:06 pm

... >=O

That is goddam [censored]. Screw that, I'm not working with an even more broken GECK. Now I'm understanding why the mod community is missing so many of it's major players.


This is an extreme point of view, and I could not disagree with you more. I challenge you to name even _one_ area design tool that is more feature rich and robust as the GECK is. I have seen many, Many editors in my days and this is hands-down one of the best ever released to the communities. There are other CS's that are more stable than the GECK, but those are no where Near as feature-rich or capable as the GECK is.

Also, there are about 1,000 reasons why people you consider to be the "major players" aren't modding in NV yet, do you have a list you can share? I see plenty of activity, and the Fallout modding community will nrver be as large as the TES one is for obvious reasons that have nothing whatsoever to do with the GECK.
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Brandon Wilson
 
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Post » Sat Jan 23, 2010 5:17 am

Have some of us forgotten that the modding tools are a privilege and not a right. We pay for the game not the modding tools. Not only that, but as it is, we pay less than the console counterpart. I think we should all be grateful that the G.E.C.K was released with the game.

Enough said.
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Crystal Clarke
 
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Post » Sat Jan 23, 2010 6:53 am

Have some of us forgotten that the modding tools are a privilege and not a right. We pay for the game not the modding tools. Not only that, but as it is, we pay less than the console counterpart. I think we should all be grateful that the G.E.C.K was released with the game.

Enough said.


It would be nice if they would release tools that actually worked though...... given us broken tools while better than nothing..... is rather frustrating.
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Nicole Kraus
 
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Post » Sat Jan 23, 2010 4:33 am

It would be nice if they would release tools that actually worked though...... given us broken tools while better than nothing..... is rather frustrating.

It's not like they did it to be dikes. I'm sure they've had to deal with worse iterations of it during development.
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SiLa
 
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Post » Fri Jan 22, 2010 5:34 pm

It would be nice if they would release tools that actually worked though...... given us broken tools while better than nothing..... is rather frustrating.


This is true. It might have been better to release a more stable version of the geck a few weeks later, than to release an incomplete version. I just think that people should cut the devs some slack, seeing as they are doing us a favor.

I also do realize that this is indeed frustrating, especially since a good amount of people would probably not get the game if it weren't for the mod tools.
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Romy Welsch
 
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Post » Fri Jan 22, 2010 6:18 pm

Okay, so I am having this same problem.

But it wasn't like this from the start. I'm new to modding and I just went through the tutorial, had a very nice hallway with stairs made etc. I was attempting to create a connection to the outside, when I linked the door from outside to the interior cell and had it show me it, the GECK began to only allow me to turn things around and around, everything I clicked just turned and turned. I saved/exited and re booted it all up. Couldn't see anything in my hallway except the raider icon. Nothing else was visible in the render window. It was all there in the cell information and such but the actual render window was missing everything.

So I loaded other interior cells to see if maybe it was just mine being bugged and now all my cells are missing pieces or chunks of the objects. I loaded vault 74 or what not and the whole entrance is missing. I can get the room markers for the missing rooms, but now I cannot see the actual rooms within.

Anyone know if maybe I hit a hot key or messed up a setting? Ive tried all I can think of by deleting GECK pref in docs, and even removing from folder/restoring it.

I was fine, 2 hours ago, and I messed something up, someone please help if at all possible.
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luis ortiz
 
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Post » Sat Jan 23, 2010 2:01 am

i donno about you guys, but double clicking one of the navmesh entries in the object list will get everything to show up.
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Hella Beast
 
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Post » Sat Jan 23, 2010 3:44 am

i donno about you guys, but double clicking one of the navmesh entries in the object list will get everything to show up.


I tried your tip with Gomorrah00 (the Gomorrah lower lobby) which has a lot of room & portalmarkers and it didn't help. Only if I bring the room & portalmarkers out of the way (z+5000) all is visible after F5 (screen refresh).
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Matthew Barrows
 
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Post » Fri Jan 22, 2010 6:43 pm

maybe my problem was different
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Mashystar
 
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Post » Fri Jan 22, 2010 7:19 pm

Have some of us forgotten that the modding tools are a privilege and not a right. We pay for the game not the modding tools. Not only that, but as it is, we pay less than the console counterpart. I think we should all be grateful that the G.E.C.K was released with the game.

Enough said.



I think most modders feel as you do, I am grateful for the GECK but HeyYou is correct though. I'd be glad to pay for the GECK :nod: .... I dare say even pay more for it than the game. But Bethesda does benefit as well it adds more flavor and longer life for their games people are still buying, playing, and modding Morrowind, Oblivion, FO3 games with no mod support are not as long lived. I am an example of that, I didn't buy Morrowind until 2009 after I discovered mods. Another benefit for dev mod support is the ideas they can use thanks to the mod community New Vegas is a shining example of that and look how much better FO is for it.

But I agree the construction set with any game is not a right, but everyone benefits from it though, I also think Bethesda has much love for us and will update the NV GECK in time.

I will say again :wink_smile:
I am very grateful for the GECK, you guys, Bethesda, Obsidian, Nexus,TES, :fallout:

my .02 caps

bigcrazewolf
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keri seymour
 
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