I have some problems with my room markersfloor tiles

Post » Tue Jun 19, 2012 10:11 pm

Hi.

I am having a problem, which is, that while you are in-game and look up at the ceilings, you can spot the room markers in some new rooms I have added to my Mod.
The weird thing is, that it doesn't fix it, if I turn the tiles 90 degrees. If I do that, the room markers become visible another place in the room.
The problem only occurs in the new rooms, that I have added to my Mod, which isn't released.

I have thought, that it may be because I am using some wrong tile, but I am not sure about that. I think I just copied the hallway (which is where the problem occurs, to be more precise the problem right now occurs then the hallway and the new rooms meet).

Is there some way around this problem? - I would be happy, if someone could help me out :-)
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Gaelle Courant
 
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Post » Wed Jun 20, 2012 4:00 am

What is a "room marker" ? Can you post a screenshot ?
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Skrapp Stephens
 
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Post » Tue Jun 19, 2012 7:28 pm

Here is a link, that describes, what a room marker is: http://www.creationkit.com/Bethesda_Tutorial_Optimization#Room_Markers.

They are used to optimize the game ;).
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Jessica White
 
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Post » Tue Jun 19, 2012 5:34 pm

It's called "roombound" in the CK... It's not visible in game, I don't understand what you see exactly in game.
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Melissa De Thomasis
 
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Post » Wed Jun 20, 2012 12:32 am

It sounds like your roombounds and portals are not set up properly. Make sure the room bounds cover the entire room you are optimizing including any objects that may stick out beyond the interior space of the room (for example a boulder or post). Also, use the snap to grid option and make sure not to overlap roombounds or have spaces between them. When setting portals, make sure they are only between the rooms you are bounding.

If you do not use roombounds properly you WILL see other rooms through walls and empty voids everywhere.
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maya papps
 
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Post » Tue Jun 19, 2012 5:53 pm

Can you post a screenshot? My understanding is that any kind of primitive is not going to be visible in-game, so I'm not sure how this could be possible...
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Antony Holdsworth
 
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Post » Wed Jun 20, 2012 3:49 am

Here is a link of what I see in-game (only in the new added rooms): http://danskeskyrimmods.dk/billeder/roombounds_room_markers_error.jpg.

I think I have made the roombounds as they should be made. I was really observant, then I did this. There is only 1 of the (new) rooms I aren't sure, that I made correctly roombounds for. Normally you can fix this problem by turning the floor tile 90 degrees, but in my case, as I also wrote earlier, it will just make new gaps like this.

Here is link to a pic of, what will happen if I turn the floor tile 90 degrees: http://danskeskyrimmods.dk/billeder/roombounds_room_markers_error2.jpg.
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Roddy
 
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Post » Wed Jun 20, 2012 5:16 am

Change your WallFront exit for a WallSide exit.
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Sebrina Johnstone
 
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Post » Wed Jun 20, 2012 2:43 am

Also based on the picture, the greyish backdrop you can see through the gaps in your room is not a primitive (i.e. roombound, trigger box/sphere, etc) but rather is the normal background for all unused or unoccupied world spaces. As Planteur pointed out, you just need to replace the static mesh with one that will appropriately fit into place.
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Brooke Turner
 
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Post » Tue Jun 19, 2012 10:49 pm

I will try doing as you says. I may have messed a little around with the WallFront exits and WallSide exits :-P. I will write again, then I have tried it out.
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Mariana
 
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Post » Wed Jun 20, 2012 12:06 am

It seems to be, what I didn't do right. I want to thank everyone, that contributed to this thread and helping me out :happy:.
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^_^
 
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Post » Tue Jun 19, 2012 8:30 pm

And there is only 2 sides for the Nor kit. When you will play with the cave kit, it's 4 different walls/corners/in corners and 2 sides for each hall/doors. Good luck. :)
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Kathryn Medows
 
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