» Tue Mar 15, 2011 3:18 am
After looking at several models and testing old collision, I cannot change the behavior in the GECK regarding the rendering of these cells. In checking flags between a dozen or more Fo3 and FNV models that are shared between both games, the flagging is identical in most cases for all of the flag fields in NifSkope - they look like mirror copies. To confirm this I copies the entire data\dungeons\utility\pits folder from the Fo3 assets to the FNV assets data directory (renaming the old directory out of the way), and tried that - same exact behavior using the UtilPit* kit set from Fallout3 (these assets are shared between both games, so the test was legal).
This has to be something else that changed between the time the level designers finished their final debugging and the game went to publishing - otherwise it would work. I thus turned my attention away from the assets and to the GECK itself, and have tried several things in the GECK with some fascinating results:
1. Moving references: If you draw a box in the render window and select many/most references in a cell and Move them slightly, Some of the invisible models will render. If you then control-z and undo the move, the same references that just became visible will stay visible. If you then move them again, or select different groups of references, you can Sometimes get more of the references to render! Sometimes references vanish when I move them - the behavior is _not_ consistent even within the same cell.
2. If you hit F5 to re-render the cell, any references that you had made visible by moving things around will become invisible again.
3. This affects ALL references types, even Xmarkers and Idle markers, not just architecture pieces.
4. When I select ALL references from the Cell View window (minus the navmeshes) and move them around, I get Less of the references showing up then when I draw a box in the render window around All references and move them - very odd.
5. Lastly, I decompressed all BSA archives into the Data directory to see if loading the loose assets versus loading them from BSA's would make a difference - no change, same behavior.
To me this points to a problem in the binary, and I humbly request that Obsidian/Bethesda take a look at this while your in the patching-phase for the game, as I think we may need either a patch for the NV-GECK _or_ a clue on why the assets won't render in most of the interior cells (perhaps there is a .ini change?)
Thanks!
Miax