hallway spacers?

Post » Tue Jun 19, 2012 2:27 am

So i am dabbling with the ck, dungeons/houses, etc. I keep running into issues when creating a hallway from one room to another. I end up with a tiny gap between the connections and I cannot seem to find any kind of small hallway/door spacers anywhere. I can see all the different wall/hallway pieces from small, bg, lg, etc. The problem is I have a small (1/4 to 1/3 the size of a normal hallway piece) gap between the hallway and the the connecting room.

Any ideas? The only thing I can think of is to add a load door between the 2 rooms that i wanted to link via a hallway.

(google didnt help much as there isnt a whole lot of ck info out yet)
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Sophh
 
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Post » Mon Jun 18, 2012 1:47 pm

It sounds to me that you need to adjust the positions of the rooms themselves in order to fix the gap issue (a fast and easy way to do this is to hold Ctrl and left-click on each mesh until you have the whole room). I'm assuming that you're trying to say that you build the rooms first and connect them later with hallways?
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luis ortiz
 
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Post » Mon Jun 18, 2012 9:17 pm

yeah, its more of a 'holy crap this dungeon is massive and I need more ways to traverse the rooms then having to run all the way around the 1-2 hallways' LOL.

It just svcks because reorienting the rooms will be just about impossible im thinking. i have hallways that are twisting/turning inside of eachother. basically a huge maze. So trying to move rooms would require removing or redoing hours of work on the maze hallways. not really an option at this point. I just wish I could take a hallway piece and split it into 1/4 or 1/3 of its size (whichever is needed to fill the empty grid spot)

there has to be a way though, surely bethesda ran into the same issue at some point when they were custom designing their dungeons. Although mine is significantly larger then most anything ive seen in game.
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Jonny
 
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Post » Mon Jun 18, 2012 8:21 pm

any other thoughts?
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Ricky Rayner
 
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Post » Tue Jun 19, 2012 12:21 am

Try Shift + Q and select a hallway. That should get everything to snap correctly to that reference.
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Josh Sabatini
 
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Post » Tue Jun 19, 2012 12:46 am

Sometimes I've found that the snaps mess up and refuse to align pieces correctly. It happened while I tried to shorten down a very long hallway I had made. I'm guessing it must be some type of bug since I had constructed the entire hall with snap on in the first place.

If it's just an isolated incident perhaps you could try covering up the seams with some creative use of clutter.
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Love iz not
 
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Post » Tue Jun 19, 2012 5:09 am

there has to be a way though, surely bethesda ran into the same issue at some point when they were custom designing their dungeons. Although mine is significantly larger then most anything ive seen in game.
If they did, then such hall sections would exist, but they don't so they didn't run into this issue.

You can either use misc objects to fill in the gaps, or move your halls around to snap together. Those are your only options if you want to keep everything within the CK and not have to use custom assets.
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Alina loves Alexandra
 
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Post » Mon Jun 18, 2012 6:11 pm

I was building an interior last night using the norrmsm (aka Lokir's Tomb tutorial stuff) and ran into a kind of similar issue. I found that using the in and out cor pieces caused a slight mismatch in sizes. So basically I built my room's walls counter clockwise, and in 1 corner I did an out cor, then 2 in cors to make a kind of alcove, followed by regular front walls. But when I got to the point of linking up the walls, they were mismatched by about 2 grid snap spaces. It seems that the in cor pieces are smaller and cause this to happen.

Otherwise, there are ext pieces to link a hall piece with a rm piece... just got to select everything to move it together. All the normal pieces, if snapped properly, would align themselves up. Seems like maybe somewhere along the way you got a hallway piece or two to snap a little inside of another one. If not, and it's just really wierd, I'd suggest just filling it in with static objects like rubble pieces.
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yessenia hermosillo
 
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Post » Mon Jun 18, 2012 12:53 pm

Some pieces are "one way", i.e., they fit going one direction in the render window, or one side of the room.
For example, if you take CaveGHall1Way01. Drop one in the render window. Duplicate it. If you move the duplicate left or right, the pieces will snap together, but if rotate one piece 180 degrees, they won't.
Same with rooms, some pieces are marked front, others side.. if you put a "front" piece next to a "side" piece, you will get a gap.
Same with the left and right corners.

As Echonite said, easiest fix would be to use some debris/rocks/clutter to cover the gaps.
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Donatus Uwasomba
 
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Post » Tue Jun 19, 2012 3:36 am

Just be cautious fudging over gaps. As mentioned by others - if you've been working on a grid snap and end up with small, irregular gaps you can't reconcile, chances are you've done something wrong. It may be painful to consider re-doing work now, but it only gets more difficult, and there are often unforeseen headaches you'll run into down the road if there are issues with your basic layout.

The main gap issues we ran into were either when mashing multiple kits and working off-grid, or when we had layouts that wrapped around on themselves and exposed wrinkles in the kit logic. All the pieces you need to solve these problems, however - as well as examples of us solving them for the main game - are right there in the Creation Kit.
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Maddy Paul
 
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