Jittery interior cell

Post » Mon Nov 19, 2012 6:37 am

I have an interior cell (barracks02) that I broke off from another interior (barracks01).
Somehow (crazy CK) it pasted all of the objects I copied and pasted into absurd x,y,z coordinates (e.g. the z value is 5,119,776.500; the x and y are only in the 1000s).

When I view the cell, a warning comes up - HAVOK: Interior is too large for the havok world. World must be expanded or cell must be made smaller.


When I enter that cell in game, everything on my NPCs are jittery, moving piece by piece up and down by about 2 units. All the static and moveable static items look fine.

It is playable, but a little off putting.

Anyone know how to get everything centered back on the 0,0,0 coords without messing everything up? It's just an Imperial tower interior cell - a single level with no stairwell.

Any solutions?

Thanks!
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Eliza Potter
 
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Post » Mon Nov 19, 2012 1:14 am

I think the max in Fallout was 32,000, not sure about Skyrim. I would put a floor piece at 0,0,0 and then select everything else and drag it while holding Z until it is roughly around the placed floor piece (with a small grid snap).
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kelly thomson
 
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Post » Mon Nov 19, 2012 1:47 am

Yeah the havok limit is still something like 32000, meaning you need to lower your entire level by about 5 million units. That may seem daunting, but it can actually be done easily.

Open the preferences, and under the movement tab, set the movement speed (default 1) to something like 100. Then select your entire level, hold Z and drag downward. Then check the levels height. Repeat, refining your drag distance and repetition number, until you're around 0 units Z. It should only take a few minutes of dragging and checking to get your level in the clear and fix your issue. :)
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Kari Depp
 
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Post » Mon Nov 19, 2012 6:44 am

Thanks, guys! I didn't think of the movement speed option. I actually tried this with a duplicate I made, and lowered it by @100,000.
That was with movement default = 1. Only took 15 minutes. Only 4,888,879.50 or so to go. : /
Changing the movescale should help!

>> What happens to the Navmesh? I had selected it, but I am not sure it followed.
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Reven Lord
 
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Post » Sun Nov 18, 2012 11:36 pm

I think you're supposed to delete the duplicated navmesh and redo it.
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Becky Cox
 
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Post » Mon Nov 19, 2012 8:08 am

I would delete the navmesh before you start or it will be hard to find again later.
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Lou
 
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Post » Sun Nov 18, 2012 10:06 pm

Yup, unfortunately I agree with the others. Delete the navmesh and redo it, hopefully it's not a huge cell. :/
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Andres Lechuga
 
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Post » Mon Nov 19, 2012 6:38 am

This worked like a charm!! Fortunately is was a small cell.

Thaks, all!

It is still a huge cell (anyone know how to make the size smaller?), but the room is around the 0,0,0 space, so no jitters.
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Claudz
 
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Post » Mon Nov 19, 2012 3:29 am

If it is still huge, you may have left something behind. I had that happen with a roombound once. It just shot out one side to all hell and gone and the CK gave me that error. It took me a while to look at roombounds and there it was. When I deleted the roombound, saved and reloaded the plugin. the error went away and the cell had shrunk itself back to normal. You might need to look at the 3d positions of all of your objects to find what is still out there.
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Justin
 
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