Texture Popping

Post » Tue Jun 19, 2012 3:39 pm

I started a new thread because the old title didn't match what my problem seems to be.

When creating my cave as I place my walls then go in-game to check it out the new pieces sometimes don't show up. When I walk around near the textures they pop in and out.

Sometimes I have rescaled the walls, thinking that size may be the culprit but it just seems to be random, some walls work great while others won't work, even if they are copies of those that are working.

I've tinkered with the alignment of the walls relative to each other, thinking it's an alignment problem, yet the problem persists.

What am I missing?

Thanks for any and all help :confused:
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Silvia Gil
 
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Post » Tue Jun 19, 2012 5:56 pm

Did you duplicate an existing cell? If so, there are probably room bounds left over. They are used to make area's not render until you are in them.
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Sara Lee
 
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Post » Tue Jun 19, 2012 8:20 am

I bet that's what it is. I used an existing cell as a starting point. But I thought I had deleted everything that may get in my way.

How do you change the size for the cell?

I don't see anything in the Cell View Editor column.

Thanks!
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Charlotte Buckley
 
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Post » Tue Jun 19, 2012 2:49 pm

After thinking about it a bit...that may not be the problem.

I've been using the Blackreach walls and some I have to scale down, like for the door openings. These are showing up pretty good. But I then have to add a wall to the top of that texture to fill in the void up to the ceiling. It is those textures that aren't displayed properly.
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Cccurly
 
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Post » Tue Jun 19, 2012 7:57 am

When you say 'textures' I assume you mean the meshes or objects. Not the image placed on the object.

You can view room bounds this way

>View >Show Hide Window

check mark the 'portals and rooms' box and the room bounds will show up.
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Vickytoria Vasquez
 
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Post » Tue Jun 19, 2012 9:35 am

Thank you!

That's what the problem is.

I've been able to move the box around but where do I go to resize it?

Thanks again!
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Blackdrak
 
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Post » Tue Jun 19, 2012 7:05 am

Just delete the room bounds AND the portals.

They are only needed if you have a huge cell, and you have them setup exactly correctly.
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Anthony Rand
 
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Post » Tue Jun 19, 2012 2:37 pm

I edited the RoomMarker for the bounding box under the Primitives tab and changed the Bounds settings up 1000 higher on x, y and z.

I can now see what I have spent all day today and last night trying to figure out lol

I really appreciate your help :banana:


EDIT

BTW....why are they supposed to be just right due to the size of the cell? Are you referring to optimization of the cell?
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dell
 
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Post » Tue Jun 19, 2012 4:08 pm

The portal must be attached at a doorway, or bend in a passage. It must also be between two room bounds with the two room bounds butting up against each other. And the portal must link the two room bounds together.

If you don't have the room bounds set up correctly, they do no good at all. Its best to just delete those old room bounds if you changed the layout of your cell from the original.
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john page
 
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Post » Tue Jun 19, 2012 3:04 am

I have actually made the cell quite a bit larger than the original I started with.

Even though the cave is pretty large now I should still delete these, then set up for optimization later?
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Avril Churchill
 
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Post » Tue Jun 19, 2012 9:48 am

If you know how to use room bounds, you can use whats there and add to it.

It depends on if you want to live with things popping in and out with improperly set room bounds. If your okay with that, then you can leave them in, and adjust them later.
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Vickey Martinez
 
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Post » Tue Jun 19, 2012 2:10 pm

I agree with you. I deleted them until I'm ready to optimize.

I have one more question....

What is the BlackPlane used for?

Thanks for your great help, you've saved me hours of work on this!
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Sun of Sammy
 
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Post » Tue Jun 19, 2012 2:48 am

The black plane is used to make what is below it not show up on the map. Think of it as hiding secret rooms or things you dont want the player to see on the map.

You could script the door to disable the black planes when the player finds the secret door.
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Kelly Upshall
 
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Post » Tue Jun 19, 2012 12:32 pm

That's interesting. I haven't thought about hiding stuff from the map until the player finds it...Or at least how to do that.

Thanks again!

I added a screen shot of the cave I'm working on.

It's very new and needs all the little things like water falls, boulders scattered about and finding better and flatter grassy floor, alchemy room etc and all that. But the pic gives you an idea I think.

[img]http://www.pcgamingnetwork.com/tmp/skyrim/DragonbornsAntre.jpg[/img]
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Rudy Paint fingers
 
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Post » Tue Jun 19, 2012 4:21 pm

That looks pretty good!

I have pics of my mod in the link in my signature below. I recently made an auto-sorter for all the alchemy ingredients.
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Toby Green
 
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Post » Tue Jun 19, 2012 10:20 am

Dang nice work man.

Who's that waiting for me in the basemant pool? lol (She's a little over dressed but I can work on that heheh)

The retextured armor is just sweeet!

It's funny that you're doing an alchemy sorter. I was talking with my son today whether anyone has done one like in Oblivion. They come in real handy!

I haven't modded since Return To Castle Wolfenstein and I'm pretty rusty. I have a lot of cool ideas, implementing them will be the hard part :blink:
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Ladymorphine
 
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