Problems with interior lighting

Post » Wed Jun 20, 2012 4:21 am

Hi,

i've got some issues with my interior lighting.

Very often when i enter my interior dungeon,
i cannot see the flames of the candles i've placed in there
(wall candles,floor candles and chandelier) and their dazzling effect .

When i dont see the flames of the candles, i also don't see round about 4 out of 5 "FXAmbBeamDust3" and 2/3 out of 5 "FXAmbSnowBlowingDriftTip" and 2 out of 4 "FXSmokeSmokeLgVol"
and some "DestructibleSpiderWebKits" are invisible ( i can only see them, when i destroy them)

But rarely i see everything, every flame, every AmbBeam and AmbSnowBlowing, but even then i miss one or two DestructibleSpiderWebKits.

That is really killing the atmosphere.

What am i doing wrong???


I am entering my cell not via console and coc ( because it doesnt work ), i enter the cell through a lonely door in the middle of skyrim.

I hope you guys can help
thank you very much

greetings



Update: I have only 3 shadow light in my cell
and 2 light are overlapping at most, never 3.
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Zach Hunter
 
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Post » Tue Jun 19, 2012 4:14 pm

Are you putting the lights directly on the candle? I've noticed that doing so will sometimes make the flame portion not appear.
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lolli
 
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Post » Wed Jun 20, 2012 2:29 am

Well sometimes i do that, but mostly i don't.
So i guess it doesn't matter.
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sw1ss
 
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Post » Wed Jun 20, 2012 3:36 am

Is there maybe a maxium of FX objects in a cell ?

Or do i have to make Roombounds?
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Ilona Neumann
 
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Post » Tue Jun 19, 2012 4:00 pm

having too many fx and MSTT's will cause some to disappear, just like lights
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James Smart
 
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Post » Tue Jun 19, 2012 2:32 pm

And what number is too many?

There are 140 FX objects (including OilPermanent), although i don't know, if "BFXTrapOilPermanent" is an FX too.
I've got 46 "BFXTrapOilPermanent" objects.

And i have round about 65 lights.
But i DO see alle of the lights in my dungeon.
I just dont see the flame and the dazzling effect of candles

Does making Roombounds help at all?


UPDATE:
I just see that i also don't see the lightning bolt of my magical trap. I only see the impact on my character.
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Cassie Boyle
 
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Post » Wed Jun 20, 2012 3:14 am

with the amount of stuff you have in your cell i think making rooms/portals will probably be an inevitability

with lights the "max count" applies to stuff that is rendered at any given time, i believe the same applies to MSTT fx as well. i've had cells with dropped effects after placing 5 in the same cell all within simultaneous view. i'm not sure if there's a hard number as i imagine different fx have different performance tax
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Rude Gurl
 
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Post » Wed Jun 20, 2012 2:25 am

What are MSTT objects?

But the thing is, sometimes i can see almost everything.
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Lawrence Armijo
 
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Post » Tue Jun 19, 2012 2:16 pm

MSTT's are moveable statics, basically all of the dynamic fx objects like waterfalls/splashes, animated mist/dust clouds, sun beams, etc
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Heather Kush
 
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Post » Wed Jun 20, 2012 5:12 am

What are MSTT objects?

But the thing is, sometimes i can see almost everything.

Roombounds. Make them.
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Misty lt
 
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Post » Tue Jun 19, 2012 3:39 pm

Roombounds. Make them.

OK i'm gonna make'em, when i'm done with my cell.

I made them once but i had problems with them, because suddenly they were overlapping and not
"border on border" anymore and i don't know how that happened.

Then i tried to fix that but it was impossible to get'em border on border again even with snap to grid,
either they were overlapping just a little bit or there was a little bit void between them.

Actually, i have this problem from time to time with any objects and i absolutely don't know why
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Lifee Mccaslin
 
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Post » Tue Jun 19, 2012 10:46 pm

So i'm back with some more questions ;)

i have made roombounds for my cell and i got another problems.

There is one room and i'm standing in front of the open door (a portal has the coordinates of the door) and i see everything BUT THEN
as i enter it, all the dazzling effects and the flames of the candles disappear, the fog disappears and some other magical effects disappear.
I go back before the portal (door) and there they are again.

I don't know why.

Then there are some other rooms (roombounds) two or three i guess, i am entering them and the daszzling effects and flames of the candles appear.
BUT when i stand before the portal i can't see them.


AND NOW the real problem comes.

I have made another interior cell which got unintentiolly ( i got a creative phase i guess :)) twice as big as the one i mentioned.
And i guess it has three times that many things in it.
Before i made roombounds i saw EVERYTHING but i got a frame rate drop to 30 !!!!!! when i stand at the beginning of the cell.
I had no drop with my other cell.
Then i made roombounds and it works perfectly, i mean EVERYTHING is as it should be. EVERYTHING !!

So what the hell is going on with my other cell ???????

Sorry if my english is bad.

I hope you can help me

regards
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Laurenn Doylee
 
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Post » Tue Jun 19, 2012 9:34 pm

Does anyone have an idea ?
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Rachel Hall
 
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Post » Wed Jun 20, 2012 12:52 am

I am sorry to bother you with my replys :) but i dont want this topic to go down because i have spent a lot of time making this dungeon so damn exciting.

When i release it at skyrimnexus or/and steam you are going to be entertained very well ;)

sorry for bad english
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Flesh Tunnel
 
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Post » Tue Jun 19, 2012 11:10 pm

About the cell which you can sometimes see things but not others... it sounds like when you can see things, Player's view frustrum is narrow enough to cull extra objects which may put you over whatever limit may exist. As soon as you walk forward a little, objects or lights start disappearing; presumably emering from the roombound portal, correct? This causes more objects to render. If you have everything in one room in one cell, you may not be able to have roombounds (unless your room is 'broken' up by dividers or something).

Regardless, that's a TREMENDOUS amount of fx... but that may not be the problem. In the CK, right-click in the renderWindow, choose "Render Window Properties". Go to the Shaders tab and check the "# of lights" box. Now look at your cell... if you see anything red - that's your problem, too many lights hitting certain objects at the same time. This may cause the object to not render at all.

Do you have any scripting attached to all those objects/fx? If so, your system may not be fast enough for it all to run when/how it's supposed to. But with 65 lights in ONE room, and with 40 thousand fx... heheh I'd be willing to bet your cell is as red as an apple with that shader applied.

[EDIT: type-o]
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Amysaurusrex
 
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Post » Wed Jun 20, 2012 4:42 am

i have a 580gtx and a i7 2600k

i dont have 65 lights in one room.
it is 65 in my one cell which contains 6 rooms and floors
and as i said there are maximum 2 lights circles crossing each other never 3
and in this first cell there are only small rooms, only one big room which i dont have problems with

but the major fact is that my second cell which contains i guess 9 rooms (big rooms) and it contains 2-3 times! the objects i have in my problem cell.
in this second cell before i made roombounds i have a frame drop to 30 BUT i could see everything!
Then i made roombounds for that second cell and i had absolutely no problems with that cell, no popping lights, no anything.

yeah and i have a lot of scripting ( a lot of trap, A LOT) but as i said my second cell contains a lot of traps as well and in that second cell i dont have any problems.
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Kelli Wolfe
 
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Post » Wed Jun 20, 2012 4:03 am

Having overlapping lights is a separate issue from having too many lights shining on a single object. I ran into this mainly with the kit-pieces; in my case the Winterhold College. Since they fit together in a circle by rotating them around a single point, lights in the center of the room had to be moved... too many would shine on each little sliver of kit-floor.

Check the thing in the CK with the "# of lights" shader... you may be surprised. The wiki site for lights has more info on that; I'm fairly certain the goal is to get no red.. but there may have been another color to watch for.

I don't really think it's the excessive scripts; because you say it works in the other interior even though that place has more. But if you're talking about interior cells (as opposed to exterior worldSpaces made to look like an interior), it doesn't matter how many "rooms" you have or roombounds/etc.. the ENTIRE cell will run ALL the scripts' onCellAttach/load events. Roombounds/etc only prevent too many things from rendering to video, which is a separate issue.

To find out if there are actual problems in your script (or others' mods' scripts), enable Papyrus logging in your INI and load/play a game for a couple minutes. Exit and check the log file. If it's a mile long, you have issues you need to fix... again, either in your mod or with others' (the latter easily fixed by disabling them). If there are excessive errors, this will help, but may not solve your problem.

[EDIT: excessive script errors is a separate issue from having too many trying to run at once... but the former makes the latter worse]
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Kat Lehmann
 
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Post » Wed Jun 20, 2012 1:35 am

Ok i did it with # of lights.

In my first cell (the annoying problem cell) everything is green and blue.

In my second cell (the one i dont have any problems with) there are red areas and purple areas.
But i dont understand there is a part of a hallway red but i dont have any objects in this part except two lights (no shadow) crossing each other.
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Marquis T
 
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Post » Wed Jun 20, 2012 1:31 am

Maybe you already know this, but just in case it helps (I had an issue with lights flickering and dissapearing too and solved it):

When talking about shadow, it's not the "casts shadow" checkbox at Light tab. It's in the Base Object. For instance, the DefaultTorch01 casts shadow by default. I duplicated it creating a new item, I modified the color and radius at my wish, and then there's a dropbox with some things about Omnidirectional, Shadow Omnidirectional, etc... HERE is the shadow thing you have to make sure it's not selected.

I didn't know this and all torches, candles, etc. I placed were using game's default lights, which got that shadow option there. I also duplicated candle lights and selected only "omnidirectional".

This fixed it for me.

Hope this helps.
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Cassie Boyle
 
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Post » Tue Jun 19, 2012 3:47 pm

@Katixa

Almost all of my lights are NS omnidirectional

I have shadow lights in my first cell, but only one per room (not in every room), except one room there i have to shadow lights.
There are a total of 6 shadow lights in my cell.

In my second cell, i have 9.
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Marnesia Steele
 
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Post » Wed Jun 20, 2012 2:49 am

When you turn tht shader on, I believe it turns the actual objects the different colors; though I could be mistaken. If I'm correct, that piece of hallway which turned red it probably the ACTUAL hallway model. If its long enough and you have say two or three lights at each end of it, then that's too many lights. I think the wiki said about two maybe three lights per object until weird things happen.

But this doesn't explain your problematic cell... only disproves that theory, as the cell that works is much worse off. Is it possible that the roombounds/occlusion was somehow damaged or mistakenly set up to begin with? The issue with items disappearing as you move, then reappearing later seems tied to that aspect... unless you scripted some kind of LOS thing (but that would still give the same outcome.. based on roombounds).

I'd suggest checking your Papyrus log to ensure nothing is interfering with the game-engine script-wise. After that, I'd try deleting ALL the roombounds in the problem cell then test it. Seeing what it looks like without them would be a starting point; to which you would add ONE roombound in order to limit lights/objects/etc. Test it again to see if everything inside that room appears as it should; eg- it should all be visible, then all disappear when you cross the invisible roombound. If it's working thus far, then stretch that roombound further, or try adding another; first without then with a portal.

I remember portals being fairly tricky at first, but I didn't spend too much time on them; as I only needed them in my mods once so far... once I got them to work though, it was quite easy and worked like a charm.
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Nitol Ahmed
 
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Post » Tue Jun 19, 2012 4:29 pm

Ok i have made the roombounds again for the third time and for the third time i have the same issues.
And yes the portals are all perfectly placed, for the third time ;)

But never mind i have given up on that case and so i redecorated the room.
Now the only thing missing before you will enter the room are the candle lights.
I can live with that now.
And you will live with that too :)
At least you see them bevor you enter the room(roombound) throught the door(portal) ;)

The only thing i haven't done is the thing with the papyrus log, but i doesn't matter now.


And in the end there is still something i would like to know.
It doesn't fit into my Topic but maybe you can help me.


1. I want to place chests/stronboxes with an individiual loot. How can i do that?

2. I want to create weapons with my individiual enchantment.
I did it with an glass sword. but then every glass sword in the game had this enchanment

3. i want to make a door locked in my cell. and one particular enemy should have the right key.
how can i do that?

Many thanks for your efforts
kind regards
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Lisha Boo
 
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Post » Tue Jun 19, 2012 5:27 pm

Try culling planes when you can.

See if that helps you.
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Trista Jim
 
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Post » Tue Jun 19, 2012 9:41 pm

"1. I want to place chests/stronboxes with an individiual loot. How can i do that?

2. I want to create weapons with my individiual enchantment.
I did it with an glass sword. but then every glass sword in the game had this enchanment

3. i want to make a door locked in my cell. and one particular enemy should have the right key.
how can i do that?"

1. Place a chest/strongbox in the room. Double click it, push the "Edit Base" button and change the name to something like "mymodchest" and press OK. Select YES when it asks you if you want to make a new object. Now double click it again, push the Edit Base button and make changes to the boxes inventory under the inventory tab.

2. NEVER make changes to original Skyrim content! Ever, ever, ever. Always make a duplicate first or do the method I mention above. Tell me what weapon you changed and I'll reply with what it is supposed to be set as so you can return it to normal....then create a new weapon with your enchantment.

3. First make a duplicate of the NPC you're wanting to add the key to and rename it to something familiar that you can find easily. I usually use the name of my mod followed by the name of the character. Then go to his inventory tab and add the key, if you've already made it. Since you are changing a duplicated object/NPC select NO on creating a new object, this will rename the duplicated object and you're ready to place it in the game.

One other thing.....did I mention that you should never change original Skyrim stuff? :smile:
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how solid
 
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Post » Wed Jun 20, 2012 12:40 am

@ Fragginborn

Thank you very much for your answer !

Yeah i have changed some chests and weapons so every chest had the same content and every weapon had the same enchanment XD
But i have changed it back to normal again , that was some annyoing work ^^

I will never change original stuff again :smile:


I have now integrated one draugrboss ambush with a coffin and a triggerbox for testing.
The thing is the draugr is hearing me and then he pops out of the coffin.
I dont want that.
He should only pop out when i enter the trigger.

What should i do ?


And what do you mean with "culling planes" ?


EDIT:

I accidentally took DraugrBossMale and NOT AmbushDraugrBossMale.
So now it works how i want it to work :smile:

EDIT2:

When i add a key to the inventory of an enemy i have to manage his whole inventory because otherwise the enemy just attacks me with his bare hands.
So i added a sword and a shield.
But the shield the enemy is holding is invisible. He blocks my attacks with the shield animation.

But the weird thing is when i hit him it sounds like i hit a raised weapon and not a raised shield which sounds differently.
I tested it with an orc shield and and a steel shield both are invisible.

What is wrong?
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Ysabelle
 
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