Strange Roombound Functional Discrepancy -- Bug?

Post » Tue Jan 22, 2013 3:54 pm

Noticing a few unusual problems with roombounds in a large interior space I'm working on (about as large as an average nordic ruin); basically if I coc to the interior from the main screen (without loading a save game) everything works fine, roombounds and portals all seem to be working happily together. However, if I load a save game then coc to the interior, two roombounds start acting up by either performing the inverse of what it's supposed to do, ie: it loads the contents of the roombound when the player is outside the roombound, then hides everything when the player enters, or it hides everything in the roombound permanently regardless of player position.

I've tried deleting their associated portals and recreating them, also tried deleting the affected roombounds and recreating them too, however the new roombounds also suffer from the same problem.

Again, the strange thing is everything works perfectly well if I coc to the interior straight from the main screen, that's what I don't understand.

Other then that, it's all good. :-)
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Mel E
 
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Post » Tue Jan 22, 2013 11:15 pm

You should never coc straight from the main menu.

The problem sounds strange, but then again, roombounds act in strange ways... Make sure you've checked the markers and portals for errors (World - validate room/portal alignment). Also, check that the room markers aren't overlapping any other rooms (unless they're joined rooms).

It sounds like all the objects in the room are outside the marker, which seems quite hard to pull off by accident. What are the rooms like? Are you using large statics, such as water or the "epic" kits? Are you using multibound markers in the rooms? Are the room markers very large or consist of multiple joined markers?
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Laura Tempel
 
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Post » Tue Jan 22, 2013 10:38 pm

The rooms affected use the NorChamberRitual and NorRmShaft (just 3 of them stacked down) kit pieces with some random clutter inside, nothing too complex and no pieces from the epic kits. I've tried using Validate Room/Portal Alignment however it doesn't pick up any problems. Also went around with snaps enabled making sure everything is still aligned perfectly, looks like it still is. Even checked the properties of the portals to see if their rotation was off by a fraction. The last resort I guess would be to just delete both malfunctioning roombounds and extend the one before it to encompass both rooms.

I didn't think it was possible to coc from the main menu until I saw one of the bethesda developers do it to test the tutorial room in the videos.
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Luis Longoria
 
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Post » Wed Jan 23, 2013 4:32 am

The validation should be enough to see if the rooms and portals are snapped correctly and the rotation is ok, so it's probably not about that. It doesn't give errors from rooms that are overlapping but aren't connected by any portals or joined together. I also noticed that if you have some badly placed roombounds anywhere in the dungeon, completely different rooms might be affected. Something's definitely wrong. Objects inside a room marker should never be able to be seen if you're inside a different marker yourself (unless there's a portal of course, but it's a good idea to use tcl when testing.) This happens easily with objects that are close to marker boundaries, or inside multiple markers (most objects seem to handle 2 markers just fine, though). These problems increased greatly at least for me after the 1.6 patch.

Making one bigger marker or joining the rooms might be a working solution, if the rooms aren't too big. Simply replacing or rotating the markers may help as well, just fix the portals afterwards.

I've been playing around with the optimization lately and encountered all kinds of weird errors but this seems like something I haven't seen yet. If it's possible for you to get a video or screens of the problem, it would be interesting to see.
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michael flanigan
 
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Post » Tue Jan 22, 2013 10:54 pm

I have this exact same thing, though it doesn't matter which way I enter the interior, both from load door and coc my giant waterfall is only visible if you are outside the roombound with tcl...

Really strange thing is it used to be fine, the mod was unaltered. I think I'll have to re redo the roombounds and portals for the whole room and see how it goes..
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Johnny
 
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Post » Tue Jan 22, 2013 3:02 pm

Well I found a workaround, tried to avoid doing this but I ended up moving the entire interior to a worldspace, then built the max. height for the world. Roombounds and portals are all working happily, though at a slight sacrifice to performance.

Now I just need to contend with a weird AI bug that's stopping draugr from resting in their sarcofagi. Patrols are good, followers are good ... just no sarcofagus joy. And to make it even more joyous; this was working in the interior version of the dungeon. Whee!
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Steve Fallon
 
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Post » Tue Jan 22, 2013 4:34 pm

I have this exact same thing, though it doesn't matter which way I enter the interior, both from load door and coc my giant waterfall is only visible if you are outside the roombound with tcl...

It's most likely outside the roombound or partially inside another one. The pivot points of large objects may be a lot further than it seems. Also, large objects seem to require a bit of extra space inside the marker, a bit like when a small roombound is joined with a large one and a small overlap is not enough. If the object doesn't seem to work or it goes too far outside the marker, you can make a new marker for it and join it with the actual room. You can also try using a multibound, but getting those to work properly is a pain, especially with large objects. If nothing seems to work, just replace the problematic object with another one or change the design of the entire room.
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Cagla Cali
 
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Post » Wed Jan 23, 2013 4:54 am

Funny thing is, after I completely removed the room bounds to remake the room I'm still getting visibility glitches as if some of the references are still in roombounds which is imposible. I know that the pivot was well in a room bound as I created the bound on the waterfall and scaled it out from there, I'm not sure but to me it seems like the room bounds can become corrupt and persist after deletion....
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Breautiful
 
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Post » Tue Jan 22, 2013 6:16 pm

You mean objects that are in completely different rooms? Does it look like this? [img]http://users.kymp.net/sierain/renderbug.jpg[/img]

You should never be able to see objects in other rooms, unless they are connected by portals. If this happens, there is some kind of problem and the faulty objects are ALWAYS rendered, no matter which room you are. Even occlusion objects won't cull them. Sometimes these errors just don't make any sense. The top image is from my dungeon, the wall got rendered because it was too close to a third roombound (there's a portal next to it). The stairway stayed like that no matter what I did. Big objects like that do that a lot. Some were fixed by making the roombound a lot bigger than what seemed necessary. I actually had to replace those stairs with different slopes since I couldn't get them to work no matter what. The slope objects worked immediately and I didn't touch the room marker at all.
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Ebou Suso
 
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Post » Tue Jan 22, 2013 8:20 pm

yeah, exactly that, it used to that less rendered outside of the bounds, only lights and occasionally actors but now half my dungeon is visible, the most irritating thing is that aside from the one waterfall everything else worked fine... In CK the waterfall actually stops animating if you move it near to or into a roombound.

I did try swapping the waterfall for some of the others but the tiny one was the only one that worked, lols hardly the majestic plunge deep into the bowels of the earth I was planning :D

I'm sure it has to do with the update, but it seems like once a ref is broken in a roombound it stays that way... I'm just making damn sure to not go near any other rooms with it...
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Tyrel
 
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Post » Wed Jan 23, 2013 6:04 am

I'm sure it has to do with the update, but it seems like once a ref is broken in a roombound it stays that way... I'm just making damn sure to not go near any other rooms with it...

Yeah, I think they've changed the room markers and portals somehow in the patch. I had a lot of these errors before it and I fixed them all one by one, but after the patch it was worse than ever. The 2nd picture in my link is a vanilla dungeon so I don't think they're even paying any attention to this.
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GLOW...
 
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