ANY way to see areas that won't render in GECK?

Post » Sun Oct 31, 2010 7:01 am

So I've discovered that I rather svck at map construction. Oh I did the Vault 74 tutorial alright but that was working with a really easy-to-use set...

So rather than waste my time mapping I decided to just clone an existing in-game map and alter the clutter, NPCs, ect.

The problem is though there's one that's perfect for my purposes, it doesn't want to render in the GECK: Hidden Valley Bunker.

Is there any way at all to get the GECK to show it to me?
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Leah
 
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Post » Sun Oct 31, 2010 8:40 am

The problem you are having is likely related to the Room Bounds, which are used to optimize large cells in-game. The NV-GECK has a problem rendering objects in a Room Bound even inside the GECK, so you have to work around this.

If your just starting out, my recommendation would be simply to delete the portals and room bounds in your Duplicated cell (never do this in a vanilla/Obsidian-created cell).:

1. Load-up your duplicated interior cell in the "Cell View" window (obvious step but I want to be thorough).

2. Click on the "EditorID" column heading on the Right Side (not the Left side showing all the interior cells) in the Cell View, which will sort the list of references in your duplicated cell alphabetically.

3. Find the "RoomMarker" objects, there should be a list of a dozen or so. Select and delete these room bounds.

4. Press F5 to re-render the cell, after which you should see everything.

Normally such a radical step is neither necessary Nor recommended as these room bounds can optimize cells for players. Without them, it means the entire cell must render when the player enters your bunker (wether they are in a room or not). For most PC players this wont mean much at all unless you have a HUGE cell, which the Brotherhood of Cells cells are not. For your first-time playing around with a cell however, it will be much easier to not have to worry about the Room Bounds given the NV-GECK issue.

With the room bounds removed you can GECK your new cell as much as you want to. Later on when you get more familiar with level design, I recommend following Bethesda's YouTube tutorial on Optimization. That tutorial will teach you how to Add room bounds and portals, so you can add them back to your own cell later on when your done as a learning exercise.

Luck,

Miax
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Zualett
 
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Post » Sun Oct 31, 2010 1:18 pm

Oh... so it's caused by the NVGECK reading and using RoomBounds.

Brilliant move, NVGECK devs. :facepalm:

Makes you wonder how they made interior cells with that glaring bug in there...
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Quick draw II
 
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Post » Sun Oct 31, 2010 10:00 am

Oh... so it's caused by the NVGECK reading and using RoomBounds.

Brilliant move, NVGECK devs. :facepalm:

Makes you wonder how they made interior cells with that glaring bug in there...

I was pretty amused as well, I don't think the Obsidian devs had to deal with this - so something is different in our version - the Room Bounds work too well :D

They may in fact fix this once they are done patching the game, but who can say? From now on I plan to do RoomBounds dead-last - just before release I'll go through and add them all in. That way I can See my cells while building the rest of the content. :)
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gemma king
 
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Post » Sun Oct 31, 2010 12:44 pm

Problem fixed, thank you so much.

At the rate I map (using that enclave tileset anyway) you just saved me easily 30-40 hours of work.
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Mike Plumley
 
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Post » Sun Oct 31, 2010 10:39 am

Problem fixed, thank you so much.

At the rate I map (using that enclave tileset anyway) you just saved me easily 30-40 hours of work.

Awesome!

I've been in the same boat many times!

Luck,

Miax
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Reanan-Marie Olsen
 
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