No Havok Sim?

Post » Fri May 27, 2011 6:01 am

In the Fallout 3 GECK and Oblivion Construction Set, selecting items in the render window and going to world->Run Havok Sim would give them physics and settle them into position so they weren't floating in-game.
When I did this in the new GECK it seemed to do absolutely nothing. Objects remain firmly in the air and don't seem to want to drop at all.
It was even usable to clutter up a cell with trash on the floor by dropping cans/bottles/human skulls from a height and having them bounce off and around. Is the feature deliberately gone or was it a mistake/Just me?

Hmm, now I'm selecting the object (Milk bottle) and running the sim, nothing happens until I click the render window and the bottle just appears on the ground on it's side and when I move it, it occasionally jerks slightly.
Hardly the smooth physics of past versions.
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Chris Ellis
 
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Post » Fri May 27, 2011 4:54 am

Same for me, hopefully they will fix it in a patch as it comes in handy when placing many small objects on tables,desks etc.
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Chenae Butler
 
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Post » Fri May 27, 2011 6:57 am

I did a test and same thing. I really hope they fix some of these issues. D:
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Christie Mitchell
 
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Post » Fri May 27, 2011 11:40 am

This is another confirmed issue then, in addition to the others that we have seen. I still can't get all of the content to render in some of the cells, and the script debugger needs a formal fix (although Ned has given us a gift to tide us over there).

The havok button in the GECK is very important for level design - its extremely hard to get some things to settle right without it. I only hope that it IS a bug and not a deliberate omission of Havok from the GECK...

Miax
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stacy hamilton
 
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Post » Fri May 27, 2011 2:57 pm

Ok I quote myself from an earlier post:

Havok works!! It is different as in the old GECK.

I made a short test and played with a plate and a broom. I positioned them in the air and enabled Havok. While moving the mouse with the left mousebutton pressed suddenly the plate felt to the floor. Further investigation with the broom had the same effect. Then I disabled Havok again postitioned the broom in the air, enabled Havok and made a doubleclick. The broom felt to the floor.

I have not figured out yet 100% how it should work but there are Havok effects. It's only different to use.

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TOYA toys
 
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Post » Fri May 27, 2011 3:51 am

Ok I quote myself from an earlier post:


If it only works by following that method then it doesn't sound like it's working as it should.
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Lynette Wilson
 
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Post » Fri May 27, 2011 6:54 am

If it only works by following that method then it doesn't sound like it's working as it should.

I agree :nod:
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Cassie Boyle
 
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Post » Fri May 27, 2011 2:50 pm

The problem is we don't know how it should work! To figure out how the CS works is always a game of it's own. ;)

I try to avoid to shout 'it's a bug' at the first minute (how it's happening in the support and general forum in the moment only because they expected simply another FO3) and search for a solution.
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Sam Parker
 
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Post » Fri May 27, 2011 11:14 am

The problem is we don't know how it should work! To figure out how the CS works is always a game of it's own. ;)

I try to avoid to shout 'it's a bug' at the first minute (how it's happening in the support and general forum in the moment only because they expected simply another FO3) and search for a solution.

Nah, that still doesnt sound right. The point of the havok button is its a one click, havok on, deal. If you have to click then do a few other things it kinda takes the ease away from it. Plus with all the other issues we are having (that are confirmed bugs) I think its just somehow they botched a bunch of stuff. The geck for Fo3 unpatched was riddles with errors. It took them like 5 months to release the final patch so it works nicely like today. I hope this one is faster.
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OnlyDumazzapplyhere
 
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Post » Fri May 27, 2011 10:51 am

The problem is we don't know how it should work! To figure out how the CS works is always a game of it's own. ;)

I try to avoid to shout 'it's a bug' at the first minute (how it's happening in the support and general forum in the moment only because they expected simply another FO3) and search for a solution.

I agree with you on the game of figuring out how the CS works.


I would like it to work as in FO3 GECK, that's how it was talked about and demonstrated in the official Bethesda video tutorial http://www.youtube.com/watch?v=B98bUHDQRXg&fmt=22 and I know they reference havok in another vid tut as well. I haven't tried the way you have explained it, yet I'm sure it in does work ,but that way will just cause me to clutter less due to the time involved in it working that way.
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Mariaa EM.
 
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Post » Fri May 27, 2011 12:08 pm

Maybe that's the reason why New Vegas feels a lot less cluttered then FO3. ;)
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Dalton Greynolds
 
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Post » Fri May 27, 2011 11:43 am

Maybe that's the reason why New Vegas feels a lot less cluttered then FO3. ;)

omg your right :laugh:
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Catherine N
 
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Post » Fri May 27, 2011 3:42 am

This is another confirmed issue then, in addition to the others that we have seen. I still can't get all of the content to render in some of the cells, and the script debugger needs a formal fix (although Ned has given us a gift to tide us over there).

Ah, I thought I was the only one where some cells would just not render for me (WinXP, NVIDIA GeForce GTX 460 and latest drivers). I've been trying to place snow globes and have had to skip cells because the contents wouldn't render.

There also used to be a hot-key in FO:3's GECK for turning on Havok briefly. I used to use it all the time. Seems to be missing as well.
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James Smart
 
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Post » Fri May 27, 2011 11:49 am

i figured it out immediately, you select whatever object you want to apply havok to, toggle havok, then right click the object(s). the way it seems to work is it go through one "step" per right click, every click afterward will foward the sim one "step"
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John N
 
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Post » Fri May 27, 2011 10:42 am

Glad I'm not the only one to notice this. It's gotta be a bug. Maybe someone (mostly) turned it off during development for performance reasons and forgot to put it back....
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Mason Nevitt
 
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Post » Fri May 27, 2011 5:26 pm

Ah, I thought I was the only one where some cells would just not render for me (WinXP, NVIDIA GeForce GTX 460 and latest drivers). I've been trying to place snow globes and have had to skip cells because the contents wouldn't render.

There also used to be a hot-key in FO:3's GECK for turning on Havok briefly. I used to use it all the time. Seems to be missing as well.



This is due to RoomBoundaryMarkers, which are hidden by default. These blue boxes control the boundaries of a room which will render everything inside them when the player is inside one. Click on View then go to Show/Hide window and check Portals and Rooms. Now you can see the RoomBoundaryMarkers. But in order to see what is inside of these markers, you need to move them out of the way first. Double click on them and copy down the Z axis location numbers, then change them to something that gets them out of the way. (Try adding 2000 to whatever the number was to begin with) Now press F5 to re-render the scene and you'll be able to see the previously hidden things.

Don't forget to put the Boundary Markers back when you are done!
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Madeleine Rose Walsh
 
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Post » Fri May 27, 2011 9:32 am

It's the case that geck's seen a number of changes. For example have you navmeshed at all? I think the verts are bigger (or, my brain has gotten smaller, who knows right?).
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Kelvin
 
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Post » Fri May 27, 2011 5:42 pm

It's the case that geck's seen a number of changes. For example have you navmeshed at all? I think the verts are bigger (or, my brain has gotten smaller, who knows right?).

I changed the navmesh in my mod and thought the same as you Tarrant, other than that I didn't notice any other changes with navmesh..........but I should say yet.
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Brιonα Renae
 
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Post » Fri May 27, 2011 3:37 pm

The verts are a little bigger or the color is brighter, I can't tell which.

Oveall navmeshing seems to work good. Havok is definitely not the same as it was, nor is ambient lighting in the cells. Maybe these will get fixed and maybe not, I'm just grateful that the script debugger works again - that was key functionality.

Miax
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cutiecute
 
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Post » Fri May 27, 2011 5:24 am

I'm gonna be optimistic and say yes it will be fixed, we do know that the devs do have some love for us.
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JUDY FIGHTS
 
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